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https://github.com/ZDoom/qzdoom-gpl.git
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- Completely removed code for the PNG filter heuristic from the compiled code when it's been disabled.
- Added a temporary cvar called pal to play with the offset used by D3DFB::SetPaletteTexture(). SVN r701 (trunk)
This commit is contained in:
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2e613c3557
commit
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2 changed files with 27 additions and 16 deletions
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@ -55,6 +55,12 @@
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// size of the compression buffer it allocates on the stack.
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#define PNG_WRITE_SIZE 32768
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// Set this to 1 to use a simple heuristic to select the filter to apply
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// for each row of RGB image saves. As it turns out, it seems no filtering
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// is the best for Doom screenshots, no matter what the heuristic might
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// determine, so that's why this is 0 here.
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#define USE_FILTER_HEURISTIC 0
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// TYPES -------------------------------------------------------------------
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struct IHDR
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@ -759,13 +765,12 @@ DWORD CalcSum(Byte *row, int len)
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//
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//==========================================================================
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#if USE_FILTER_HEURISTIC
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static int SelectFilter(Byte row[5][1 + MAXWIDTH*3], Byte prior[MAXWIDTH*3], int width)
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{
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#if 1
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// As it turns out, it seems no filtering is the best for Doom screenshots,
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// no matter what the heuristic might determine.
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return 0;
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#else
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DWORD sum;
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DWORD bestsum;
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int bestfilter;
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@ -880,8 +885,10 @@ static int SelectFilter(Byte row[5][1 + MAXWIDTH*3], Byte prior[MAXWIDTH*3], int
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}
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return bestfilter;
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#endif
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}
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#else
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#define SelectFilter(x,y,z) 0
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#endif
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//==========================================================================
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//
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@ -894,9 +901,13 @@ static int SelectFilter(Byte row[5][1 + MAXWIDTH*3], Byte prior[MAXWIDTH*3], int
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bool M_SaveBitmap(const BYTE *from, ESSType color_type, int width, int height, int pitch, FILE *file)
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{
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#if USE_FILTER_HEURISTIC
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Byte prior[MAXWIDTH*3];
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Byte buffer[PNG_WRITE_SIZE];
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Byte temprow[5][1 + MAXWIDTH*3];
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#else
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Byte temprow[1][1 + MAXWIDTH*3];
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#endif
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Byte buffer[PNG_WRITE_SIZE];
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z_stream stream;
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int err;
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int y;
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@ -917,17 +928,19 @@ bool M_SaveBitmap(const BYTE *from, ESSType color_type, int width, int height, i
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stream.avail_out = sizeof(buffer);
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temprow[0][0] = 0;
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#if USE_FILTER_HEURISTIC
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temprow[1][0] = 1;
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temprow[2][0] = 2;
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temprow[3][0] = 3;
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temprow[4][0] = 4;
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// Fill the prior row to 0 for RGB images. Paletted is always filter 0,
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// Fill the prior row with 0 for RGB images. Paletted is always filter 0,
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// so it doesn't need this.
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if (color_type != SS_PAL)
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{
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memset(prior, 0, width * 3);
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}
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#endif
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while (y-- > 0 && err == Z_OK)
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{
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@ -957,11 +970,13 @@ bool M_SaveBitmap(const BYTE *from, ESSType color_type, int width, int height, i
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stream.avail_in = width * 3 + 1;
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break;
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}
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#if USE_FILTER_HEURISTIC
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if (color_type != SS_PAL)
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{
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// Save this row for filter calculations on the next row.
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memcpy (prior, &temprow[0][1], stream.avail_in - 1);
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}
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#endif
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from += pitch;
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@ -296,17 +296,12 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
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HRESULT hr;
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if (FAILED(hr = D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)))
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D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)))
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{
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D3DDevice = NULL;
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if (fullscreen)
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if (FAILED(D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)))
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{
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d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
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if (FAILED(D3D->CreateDevice (D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)))
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{
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D3DDevice = NULL;
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}
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D3DDevice = NULL;
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}
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}
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if (D3DDevice != NULL)
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@ -3062,12 +3057,13 @@ void D3DFB::SetTexture(int tnum, IDirect3DTexture9 *texture)
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}
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}
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CVAR(Float, pal, 0.5f, 0)
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void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count)
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{
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if (count == 256 || SM14)
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{
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// Shader Model 1.4 only uses 256-color palettes.
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SetConstant(2, 255 / 256.f, 0.5f / 256.f, 0, 0);
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SetConstant(2, 255 / 256.f, pal / 256.f, 0, 0);
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}
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else
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{
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@ -3083,7 +3079,7 @@ void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count)
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// The constant register c2 is used to hold the multiplier in the
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// x part and the adder in the y part.
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float fcount = 1 / float(count);
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SetConstant(2, 255 * fcount, 0.5f * fcount, 0, 0);
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SetConstant(2, 255 * fcount, pal * fcount, 0, 0);
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}
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SetTexture(1, texture);
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}
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