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Fix warp texture crash in software renderer true color mode
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a408ea312f
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22d3599ea1
2 changed files with 6 additions and 2 deletions
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@ -570,6 +570,7 @@ public:
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FTexture *GetRedirect(bool wantwarped);
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uint32_t GenTime;
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uint32_t GenTimeBgra;
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float Speed;
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int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
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protected:
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@ -43,7 +43,7 @@
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FWarpTexture::FWarpTexture (FTexture *source, int warptype)
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: GenTime (0), Speed (1.f), SourcePic (source), Pixels (0), Spans (0)
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: GenTime (0), GenTimeBgra(0), Speed (1.f), SourcePic (source), Pixels (0), Spans (0)
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{
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CopyInfo(source);
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if (warptype == 2) SetupMultipliers(256, 128);
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@ -98,8 +98,10 @@ const uint32_t *FWarpTexture::GetPixelsBgra()
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{
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uint32_t time = r_viewpoint.FrameTime;
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if (Pixels == NULL || time != GenTime)
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{
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MakeTexture(time);
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if (PixelsBgra.empty() || time != GenTimeBgra)
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{
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CreatePixelsBgraWithMipmaps();
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for (int i = 0; i < Width * Height; i++)
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{
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@ -109,6 +111,7 @@ const uint32_t *FWarpTexture::GetPixelsBgra()
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PixelsBgra[i] = 0;
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}
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GenerateBgraMipmapsFast();
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GenTimeBgra = time;
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}
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return PixelsBgra.data();
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}
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