- Added padding around packed textures to compensate for apparent NVidia

texture coordinate imprecision.


SVN r1988 (trunk)
This commit is contained in:
Randy Heit 2009-11-19 01:49:19 +00:00
parent 51eb6465a2
commit 2b5f765982
2 changed files with 57 additions and 7 deletions

View file

@ -1,3 +1,7 @@
November 18, 2009
- Added padding around packed textures to compensate for apparent NVidia
texture coordinate imprecision.
November 17, 2009 November 17, 2009
- Fixed two bugs in FMODSoundRenderer::HandleChannelDelay(): - Fixed two bugs in FMODSoundRenderer::HandleChannelDelay():
* Looping sounds that have been playing for a very long time, were evicted, * Looping sounds that have been playing for a very long time, were evicted,

View file

@ -3,7 +3,7 @@
** Code to let ZDoom use Direct3D 9 as a simple framebuffer ** Code to let ZDoom use Direct3D 9 as a simple framebuffer
** **
**--------------------------------------------------------------------------- **---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit ** Copyright 1998-2009 Randy Heit
** All rights reserved. ** All rights reserved.
** **
** Redistribution and use in source and binary forms, with or without ** Redistribution and use in source and binary forms, with or without
@ -96,6 +96,9 @@ struct D3DFB::PackedTexture
// Texture coordinates for this image // Texture coordinates for this image
float Left, Top, Right, Bottom; float Left, Top, Right, Bottom;
// Texture has extra space on the border?
bool Padded;
}; };
struct D3DFB::PackingTexture 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 = new PackingTexture(this, w, h, format);
bestpack->OneUse = true; bestpack->OneUse = true;
bestbox = bestpack->GetBestFit(w, h, area); bestbox = bestpack->GetBestFit(w, h, area);
bestbox->Padded = false;
} }
else else
{ // Try to find space in an existing packing texture. { // Try to find space in an existing packing texture.
w += 2; // Add padding
h += 2;
int bestarea = INT_MAX; int bestarea = INT_MAX;
int bestareaever = w * h; int bestareaever = w * h;
bestpack = NULL; bestpack = NULL;
@ -1861,6 +1867,7 @@ D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3D
bestpack = new PackingTexture(this, 256, 256, format); bestpack = new PackingTexture(this, 256, 256, format);
bestbox = bestpack->GetBestFit(w, h, bestarea); bestbox = bestpack->GetBestFit(w, h, bestarea);
} }
bestbox->Padded = true;
} }
bestpack->AllocateImage(bestbox, w, h); bestpack->AllocateImage(bestbox, w, h);
return bestbox; 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.right = box->Area.left + w;
box->Area.bottom = box->Area.top + h; box->Area.bottom = box->Area.top + h;
box->Left = float(box->Area.left) / Width; box->Left = float(box->Area.left + box->Padded) / Width;
box->Right = float(box->Area.right) / Width; box->Right = float(box->Area.right - box->Padded) / Width;
box->Top = float(box->Area.top) / Height; box->Top = float(box->Area.top + box->Padded) / Height;
box->Bottom = float(box->Area.bottom) / Height; box->Bottom = float(box->Area.bottom - box->Padded) / Height;
// Remove it from the empty list. // Remove it from the empty list.
*(box->Prev) = box->Next; *(box->Prev) = box->Next;
@ -2012,7 +2019,6 @@ void D3DFB::PackingTexture::AllocateImage(D3DFB::PackedTexture *box, int w, int
box->Prev = &UsedList; box->Prev = &UsedList;
// If we didn't use the whole box, split the remainder into the empty list. // 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) if (box->Area.bottom + 7 < start.bottom && box->Area.right + 7 < start.right)
{ {
// Split like this: // 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. // If it needs to wrap, then it can't be packed inside another texture.
return Box->Owner->OneUse; return Box->Owner->OneUse;
} }
//========================================================================== //==========================================================================
// //
// D3DTex :: Create // D3DTex :: Create
@ -2280,6 +2287,7 @@ bool D3DTex::Update()
D3DSURFACE_DESC desc; D3DSURFACE_DESC desc;
D3DLOCKED_RECT lrect; D3DLOCKED_RECT lrect;
RECT rect; RECT rect;
BYTE *dest;
assert(Box != NULL); assert(Box != NULL);
assert(Box->Owner != NULL); assert(Box->Owner != NULL);
@ -2295,7 +2303,45 @@ bool D3DTex::Update()
{ {
return false; 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); Box->Owner->Tex->UnlockRect(0);
return true; return true;
} }