mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 00:21:35 +00:00
- Added padding around packed textures to compensate for apparent NVidia
texture coordinate imprecision. SVN r1988 (trunk)
This commit is contained in:
parent
51eb6465a2
commit
2b5f765982
2 changed files with 57 additions and 7 deletions
|
@ -1,3 +1,7 @@
|
|||
November 18, 2009
|
||||
- Added padding around packed textures to compensate for apparent NVidia
|
||||
texture coordinate imprecision.
|
||||
|
||||
November 17, 2009
|
||||
- Fixed two bugs in FMODSoundRenderer::HandleChannelDelay():
|
||||
* Looping sounds that have been playing for a very long time, were evicted,
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
** Code to let ZDoom use Direct3D 9 as a simple framebuffer
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 1998-2008 Randy Heit
|
||||
** Copyright 1998-2009 Randy Heit
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
|
@ -96,6 +96,9 @@ struct D3DFB::PackedTexture
|
|||
|
||||
// Texture coordinates for this image
|
||||
float Left, Top, Right, Bottom;
|
||||
|
||||
// Texture has extra space on the border?
|
||||
bool Padded;
|
||||
};
|
||||
|
||||
struct D3DFB::PackingTexture
|
||||
|
@ -1830,9 +1833,12 @@ D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3D
|
|||
bestpack = new PackingTexture(this, w, h, format);
|
||||
bestpack->OneUse = true;
|
||||
bestbox = bestpack->GetBestFit(w, h, area);
|
||||
bestbox->Padded = false;
|
||||
}
|
||||
else
|
||||
{ // Try to find space in an existing packing texture.
|
||||
w += 2; // Add padding
|
||||
h += 2;
|
||||
int bestarea = INT_MAX;
|
||||
int bestareaever = w * h;
|
||||
bestpack = NULL;
|
||||
|
@ -1861,6 +1867,7 @@ D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3D
|
|||
bestpack = new PackingTexture(this, 256, 256, format);
|
||||
bestbox = bestpack->GetBestFit(w, h, bestarea);
|
||||
}
|
||||
bestbox->Padded = true;
|
||||
}
|
||||
bestpack->AllocateImage(bestbox, w, h);
|
||||
return bestbox;
|
||||
|
@ -1990,10 +1997,10 @@ void D3DFB::PackingTexture::AllocateImage(D3DFB::PackedTexture *box, int w, int
|
|||
box->Area.right = box->Area.left + w;
|
||||
box->Area.bottom = box->Area.top + h;
|
||||
|
||||
box->Left = float(box->Area.left) / Width;
|
||||
box->Right = float(box->Area.right) / Width;
|
||||
box->Top = float(box->Area.top) / Height;
|
||||
box->Bottom = float(box->Area.bottom) / Height;
|
||||
box->Left = float(box->Area.left + box->Padded) / Width;
|
||||
box->Right = float(box->Area.right - box->Padded) / Width;
|
||||
box->Top = float(box->Area.top + box->Padded) / Height;
|
||||
box->Bottom = float(box->Area.bottom - box->Padded) / Height;
|
||||
|
||||
// Remove it from the empty list.
|
||||
*(box->Prev) = box->Next;
|
||||
|
@ -2012,7 +2019,6 @@ void D3DFB::PackingTexture::AllocateImage(D3DFB::PackedTexture *box, int w, int
|
|||
box->Prev = &UsedList;
|
||||
|
||||
// If we didn't use the whole box, split the remainder into the empty list.
|
||||
|
||||
if (box->Area.bottom + 7 < start.bottom && box->Area.right + 7 < start.right)
|
||||
{
|
||||
// Split like this:
|
||||
|
@ -2236,6 +2242,7 @@ bool D3DTex::CheckWrapping(bool wrapping)
|
|||
// If it needs to wrap, then it can't be packed inside another texture.
|
||||
return Box->Owner->OneUse;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DTex :: Create
|
||||
|
@ -2280,6 +2287,7 @@ bool D3DTex::Update()
|
|||
D3DSURFACE_DESC desc;
|
||||
D3DLOCKED_RECT lrect;
|
||||
RECT rect;
|
||||
BYTE *dest;
|
||||
|
||||
assert(Box != NULL);
|
||||
assert(Box->Owner != NULL);
|
||||
|
@ -2295,7 +2303,45 @@ bool D3DTex::Update()
|
|||
{
|
||||
return false;
|
||||
}
|
||||
GameTex->FillBuffer((BYTE *)lrect.pBits, lrect.Pitch, GameTex->GetHeight(), ToTexFmt(desc.Format));
|
||||
dest = (BYTE *)lrect.pBits;
|
||||
if (Box->Padded)
|
||||
{
|
||||
dest += lrect.Pitch + (desc.Format == D3DFMT_L8 ? 1 : 4);
|
||||
}
|
||||
GameTex->FillBuffer(dest, lrect.Pitch, GameTex->GetHeight(), ToTexFmt(desc.Format));
|
||||
if (Box->Padded)
|
||||
{
|
||||
// Clear top padding row.
|
||||
dest = (BYTE *)lrect.pBits;
|
||||
int numbytes = GameTex->GetWidth() + 2;
|
||||
if (desc.Format != D3DFMT_L8)
|
||||
{
|
||||
numbytes <<= 2;
|
||||
}
|
||||
memset(dest, 0, numbytes);
|
||||
dest += lrect.Pitch;
|
||||
// Clear left and right padding columns.
|
||||
if (desc.Format == D3DFMT_L8)
|
||||
{
|
||||
for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
|
||||
{
|
||||
dest[0] = 0;
|
||||
dest[numbytes-1] = 0;
|
||||
dest += lrect.Pitch;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
|
||||
{
|
||||
*(DWORD *)dest = 0;
|
||||
*(DWORD *)(dest + numbytes - 4) = 0;
|
||||
dest += lrect.Pitch;
|
||||
}
|
||||
}
|
||||
// Clear bottom padding row.
|
||||
memset(dest, 0, numbytes);
|
||||
}
|
||||
Box->Owner->Tex->UnlockRect(0);
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue