- removed the D3D texture atlas implementation.

This is a necessary first step for simplifying the texture handling in order to refactor it.

# Conflicts:
#	src/gl/system/gl_swframebuffer.cpp
#	src/textures/textures.h
#	src/win32/fb_d3d9.cpp
This commit is contained in:
Christoph Oelckers 2018-03-16 21:50:22 +01:00
parent d9f6546c16
commit 41a0e6af4a
4 changed files with 36 additions and 545 deletions

View file

@ -2273,13 +2273,6 @@ int OpenGLSWFrameBuffer::OpenGLTex::GetTexFormat()
case TEX_Pal: return GL_R8;
case TEX_Gray: IsGray = true; return GL_R8;
case TEX_RGB: return GL_RGBA8;
#if 0
case TEX_DXT1: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
case TEX_DXT2: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case TEX_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case TEX_DXT4: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; // Doesn't exist in OpenGL. Closest match is DXT5.
case TEX_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
#endif
default: I_FatalError("GameTex->GetFormat() returned invalid format.");
}
return GL_R8;

View file

@ -159,13 +159,7 @@ enum FTextureFormat : uint32_t
TEX_Pal,
TEX_Gray,
TEX_RGB, // Actually ARGB
/*
TEX_DXT1,
TEX_DXT2,
TEX_DXT3,
TEX_DXT4,
TEX_DXT5,
*/
TEX_Count
};

View file

@ -86,52 +86,19 @@
// The number of quads we can batch together.
#define MAX_QUAD_BATCH (NUM_INDEXES / 6)
// The default size for a texture atlas.
#define DEF_ATLAS_WIDTH 512
#define DEF_ATLAS_HEIGHT 512
// TYPES -------------------------------------------------------------------
struct D3DFB::PackedTexture
{
D3DFB::Atlas *Owner;
PackedTexture **Prev, *Next;
// Pixels this image covers
RECT Area;
// Texture coordinates for this image
float Left, Top, Right, Bottom;
// Texture has extra space on the border?
bool Padded;
};
struct D3DFB::Atlas
{
Atlas(D3DFB *fb, int width, int height, D3DFORMAT format);
~Atlas();
PackedTexture *AllocateImage(const Rect &rect, bool padded);
void FreeBox(PackedTexture *box);
SkylineBinPack Packer;
Atlas *Next;
IDirect3DTexture9 *Tex;
D3DFORMAT Format;
PackedTexture *UsedList; // Boxes that contain images
int Width, Height;
bool OneUse;
};
class D3DTex : public FNativeTexture
{
public:
D3DTex(FTexture *tex, FTextureFormat fmt, D3DFB *fb, bool wrapping);
~D3DTex();
D3DFB::PackedTexture *Box;
//D3DFB::PackedTexture *Box;
IDirect3DTexture9 *Tex;
D3DFORMAT Format;
D3DTex **Prev;
D3DTex *Next;
@ -600,12 +567,6 @@ void D3DFB::ReleaseResources ()
delete ScreenWipe;
ScreenWipe = NULL;
}
Atlas *pack, *next;
for (pack = Atlases; pack != NULL; pack = next)
{
next = pack->Next;
delete pack;
}
GatheringWipeScreen = false;
}
@ -1048,7 +1009,6 @@ void D3DFB::Update ()
if (InScene)
{
DrawRateStuff();
DrawPackedTextures(d3d_showpacks);
EndBatch(); // Make sure all batched primitives are drawn.
In2D = 0;
Flip();
@ -1469,7 +1429,7 @@ void D3DFB::UploadPalette ()
uint8_t *pix = (uint8_t *)lockrect.pBits;
int i;
for (i = 0; i < SkipAt; ++i, pix += 4)
for (i = 0; i < 256; ++i, pix += 4)
{
pix[0] = SourcePalette[i].b;
pix[1] = SourcePalette[i].g;
@ -1682,335 +1642,6 @@ IDirect3DTexture9 *D3DFB::GetCurrentScreen(D3DPOOL pool)
/* 2D Stuff */
/**************************************************************************/
//==========================================================================
//
// D3DFB :: DrawPackedTextures
//
// DEBUG: Draws the texture atlases to the screen, starting with the
// 1-based packnum. Ignores atlases that are flagged for use by one
// texture only.
//
//==========================================================================
void D3DFB::DrawPackedTextures(int packnum)
{
D3DCOLOR empty_colors[8] =
{
0x50FF0000, 0x5000FF00, 0x500000FF, 0x50FFFF00,
0x50FF00FF, 0x5000FFFF, 0x50FF8000, 0x500080FF
};
Atlas *pack;
int x = 8, y = 8;
if (packnum <= 0)
{
return;
}
pack = Atlases;
// Find the first texture atlas that is an actual atlas.
while (pack != NULL && pack->OneUse)
{ // Skip textures that aren't used as atlases
pack = pack->Next;
}
// Skip however many atlases we would have otherwise drawn
// until we've skipped <packnum> of them.
while (pack != NULL && packnum != 1)
{
if (!pack->OneUse)
{ // Skip textures that aren't used as atlases
packnum--;
}
pack = pack->Next;
}
// Draw atlases until we run out of room on the screen.
while (pack != NULL)
{
if (pack->OneUse)
{ // Skip textures that aren't used as atlases
pack = pack->Next;
continue;
}
AddColorOnlyRect(x-1, y-1-LBOffsetI, 258, 258, D3DCOLOR_XRGB(255,255,0));
int back = 0;
for (PackedTexture *box = pack->UsedList; box != NULL; box = box->Next)
{
AddColorOnlyQuad(
x + box->Area.left * 256 / pack->Width,
y + box->Area.top * 256 / pack->Height,
(box->Area.right - box->Area.left) * 256 / pack->Width,
(box->Area.bottom - box->Area.top) * 256 / pack->Height, empty_colors[back]);
back = (back + 1) & 7;
}
// AddColorOnlyQuad(x, y-LBOffsetI, 256, 256, D3DCOLOR_ARGB(180,0,0,0));
CheckQuadBatch();
BufferedTris *quad = &QuadExtra[QuadBatchPos];
FBVERTEX *vert = &VertexData[VertexPos];
quad->Group1 = 0;
if (pack->Format == D3DFMT_L8/* && !tex->IsGray*/)
{
quad->Flags = BQF_WrapUV | BQF_GamePalette/* | BQF_DisableAlphaTest*/;
quad->ShaderNum = BQS_PalTex;
}
else
{
quad->Flags = BQF_WrapUV/* | BQF_DisableAlphaTest*/;
quad->ShaderNum = BQS_Plain;
}
quad->Palette = NULL;
quad->Texture = pack->Tex;
quad->NumVerts = 4;
quad->NumTris = 2;
float x0 = float(x) - 0.5f;
float y0 = float(y) - 0.5f;
float x1 = x0 + 256.f;
float y1 = y0 + 256.f;
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = 0;
vert[0].color1 = 0xFFFFFFFF;
vert[0].tu = 0;
vert[0].tv = 0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = 0;
vert[1].color1 = 0xFFFFFFFF;
vert[1].tu = 1;
vert[1].tv = 0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = 0;
vert[2].color1 = 0xFFFFFFFF;
vert[2].tu = 1;
vert[2].tv = 1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = 0;
vert[3].color1 = 0xFFFFFFFF;
vert[3].tu = 0;
vert[3].tv = 1;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
x += 256 + 8;
if (x > Width - 256)
{
x = 8;
y += 256 + 8;
if (y > TrueHeight - 256)
{
return;
}
}
pack = pack->Next;
}
}
//==========================================================================
//
// D3DFB :: AllocPackedTexture
//
// Finds space to pack an image inside a texture atlas and returns it.
// Large images and those that need to wrap always get their own textures.
//
//==========================================================================
D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3DFORMAT format)
{
Atlas *pack;
Rect box;
bool padded;
// The - 2 to account for padding
if (w > 256 - 2 || h > 256 - 2 || wrapping)
{ // Create a new texture atlas.
pack = new Atlas(this, w, h, format);
pack->OneUse = true;
box = pack->Packer.Insert(w, h);
padded = false;
}
else
{ // Try to find space in an existing texture atlas.
w += 2; // Add padding
h += 2;
for (pack = Atlases; pack != NULL; pack = pack->Next)
{
// Use the first atlas it fits in.
if (pack->Format == format)
{
box = pack->Packer.Insert(w, h);
if (box.width != 0)
{
break;
}
}
}
if (pack == NULL)
{ // Create a new texture atlas.
pack = new Atlas(this, DEF_ATLAS_WIDTH, DEF_ATLAS_HEIGHT, format);
box = pack->Packer.Insert(w, h);
}
padded = true;
}
assert(box.width != 0 && box.height != 0);
return pack->AllocateImage(box, padded);
}
//==========================================================================
//
// Atlas Constructor
//
//==========================================================================
D3DFB::Atlas::Atlas(D3DFB *fb, int w, int h, D3DFORMAT format)
: Packer(w, h, true)
{
Tex = NULL;
Format = format;
UsedList = NULL;
OneUse = false;
Width = 0;
Height = 0;
Next = NULL;
// Attach to the end of the atlas list
Atlas **prev = &fb->Atlases;
while (*prev != NULL)
{
prev = &((*prev)->Next);
}
*prev = this;
#if 1
if (FAILED(fb->D3DDevice->CreateTexture(w, h, 1, 0, format, D3DPOOL_MANAGED, &Tex, NULL)))
#endif
{ // Try again, using power-of-2 sizes
int i;
for (i = 1; i < w; i <<= 1) {} w = i;
for (i = 1; i < h; i <<= 1) {} h = i;
if (FAILED(fb->D3DDevice->CreateTexture(w, h, 1, 0, format, D3DPOOL_MANAGED, &Tex, NULL)))
{
return;
}
}
Width = w;
Height = h;
}
//==========================================================================
//
// Atlas Destructor
//
//==========================================================================
D3DFB::Atlas::~Atlas()
{
PackedTexture *box, *next;
SAFE_RELEASE( Tex );
for (box = UsedList; box != NULL; box = next)
{
next = box->Next;
delete box;
}
}
//==========================================================================
//
// Atlas :: AllocateImage
//
// Moves the box from the empty list to the used list, sizing it to the
// requested dimensions and adding additional boxes to the empty list if
// needed.
//
// The passed box *MUST* be in this texture atlas's empty list.
//
//==========================================================================
D3DFB::PackedTexture *D3DFB::Atlas::AllocateImage(const Rect &rect, bool padded)
{
PackedTexture *box = new PackedTexture;
box->Owner = this;
box->Area.left = rect.x;
box->Area.top = rect.y;
box->Area.right = rect.x + rect.width;
box->Area.bottom = rect.y + rect.height;
box->Left = float(box->Area.left + padded) / Width;
box->Right = float(box->Area.right - padded) / Width;
box->Top = float(box->Area.top + padded) / Height;
box->Bottom = float(box->Area.bottom - padded) / Height;
box->Padded = padded;
// Add it to the used list.
box->Next = UsedList;
if (box->Next != NULL)
{
box->Next->Prev = &box->Next;
}
UsedList = box;
box->Prev = &UsedList;
return box;
}
//==========================================================================
//
// Atlas :: FreeBox
//
// Removes a box from the used list and deletes it. Space is returned to the
// waste list. Once all boxes for this atlas are freed, the entire bin
// packer is reinitialized for maximum efficiency.
//
//==========================================================================
void D3DFB::Atlas::FreeBox(D3DFB::PackedTexture *box)
{
*(box->Prev) = box->Next;
if (box->Next != NULL)
{
box->Next->Prev = box->Prev;
}
Rect waste;
waste.x = box->Area.left;
waste.y = box->Area.top;
waste.width = box->Area.right - box->Area.left;
waste.height = box->Area.bottom - box->Area.top;
box->Owner->Packer.AddWaste(waste);
delete box;
if (UsedList == NULL)
{
Packer.Init(Width, Height, true);
}
}
//==========================================================================
//
@ -2030,8 +1661,8 @@ D3DTex::D3DTex(FTexture *tex, FTextureFormat fmt, D3DFB *fb, bool wrapping)
Prev = &fb->Textures;
fb->Textures = this;
Box = NULL;
IsGray = false;
Format = GetTexFormat();
Create(fb, wrapping);
}
@ -2044,17 +1675,14 @@ D3DTex::D3DTex(FTexture *tex, FTextureFormat fmt, D3DFB *fb, bool wrapping)
D3DTex::~D3DTex()
{
if (Box != NULL)
{
Box->Owner->FreeBox(Box);
Box = NULL;
}
// Detach from the texture list
*Prev = Next;
if (Next != NULL)
{
Next->Prev = Prev;
}
SAFE_RELEASE(Tex);
}
//==========================================================================
@ -2068,13 +1696,7 @@ D3DTex::~D3DTex()
bool D3DTex::CheckWrapping(bool wrapping)
{
// If it doesn't need to wrap, then it works.
if (!wrapping)
{
return true;
}
// If it needs to wrap, then it can't be packed inside another texture.
return Box->Owner->OneUse;
return true; // we no longer use atlases
}
//==========================================================================
@ -2088,25 +1710,11 @@ bool D3DTex::CheckWrapping(bool wrapping)
bool D3DTex::Create(D3DFB *fb, bool wrapping)
{
assert(Box == NULL);
if (Box != NULL)
if (SUCCEEDED(fb->D3DDevice->CreateTexture(GameTex->GetWidth(), GameTex->GetHeight(), 1, 0, Format, D3DPOOL_MANAGED, &Tex, NULL)))
{
Box->Owner->FreeBox(Box);
return Update();
}
Box = fb->AllocPackedTexture(mGameTex->GetWidth(), mGameTex->GetHeight(), wrapping, GetTexFormat());
if (Box == NULL)
{
return false;
}
if (!Update())
{
Box->Owner->FreeBox(Box);
Box = NULL;
return false;
}
return true;
}
//==========================================================================
@ -2124,60 +1732,21 @@ bool D3DTex::Update()
RECT rect;
uint8_t *dest;
assert(Box != NULL);
assert(Box->Owner != NULL);
assert(Box->Owner->Tex != NULL);
assert(mGameTex != NULL);
if (FAILED(Box->Owner->Tex->GetLevelDesc(0, &desc)))
if (FAILED(Tex->GetLevelDesc(0, &desc)))
{
return false;
}
rect = Box->Area;
if (FAILED(Box->Owner->Tex->LockRect(0, &lrect, &rect, 0)))
rect = { 0, 0, (LONG)desc.Width, (LONG)desc.Height };
if (FAILED(Tex->LockRect(0, &lrect, &rect, 0)))
{
return false;
}
dest = (uint8_t *)lrect.pBits;
if (Box->Padded)
{
dest += lrect.Pitch + (desc.Format == D3DFMT_L8 ? 1 : 4);
}
mGameTex->FillBuffer(dest, lrect.Pitch, mGameTex->GetHeight(), mFormat);
if (Box->Padded)
{
// Clear top padding row.
dest = (uint8_t *)lrect.pBits;
int numbytes = mGameTex->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);
Tex->UnlockRect(0);
return true;
}
@ -2198,16 +1767,9 @@ D3DFORMAT D3DTex::GetTexFormat()
case TEX_Pal: return D3DFMT_L8;
case TEX_Gray: IsGray = true; return D3DFMT_L8;
case TEX_RGB: return D3DFMT_A8R8G8B8;
#if 0
case TEX_DXT1: return D3DFMT_DXT1;
case TEX_DXT2: return D3DFMT_DXT2;
case TEX_DXT3: return D3DFMT_DXT3;
case TEX_DXT4: return D3DFMT_DXT4;
case TEX_DXT5: return D3DFMT_DXT5;
#endif
default: I_FatalError ("GameTex->GetFormat() returned invalid format.");
}
return D3DFMT_L8;
return D3DFMT_A8R8G8B8;
}
//==========================================================================
@ -2282,9 +1844,6 @@ D3DPal::~D3DPal()
bool D3DPal::Update()
{
D3DLOCKED_RECT lrect;
D3DCOLOR *buff;
const PalEntry *pal;
int skipat, i;
assert(Tex != NULL);
@ -2292,21 +1851,16 @@ bool D3DPal::Update()
{
return false;
}
buff = (D3DCOLOR *)lrect.pBits;
pal = Remap->Palette;
auto buff = (D3DCOLOR *)lrect.pBits;
auto pal = Remap->Palette;
// See explanation in UploadPalette() for skipat rationale.
skipat = MIN(Remap->NumEntries, 256);
auto maxidx = MIN(Remap->NumEntries, 256);
for (i = 0; i < skipat; ++i)
for (int i = 0; i < maxidx; ++i)
{
buff[i] = D3DCOLOR_ARGB(pal[i].a, pal[i].r, pal[i].g, pal[i].b);
}
for (++i; i < Remap->NumEntries; ++i)
{
buff[i] = D3DCOLOR_ARGB(pal[i].a, pal[i-1].r, pal[i-1].g, pal[i-1].b);
}
BorderColor = D3DCOLOR_ARGB(pal[i].a, pal[i-1].r, pal[i-1].g, pal[i-1].b);
BorderColor = D3DCOLOR_ARGB(pal[maxidx].a, pal[maxidx-1].r, pal[maxidx-1].g, pal[maxidx-1].b);
Tex->UnlockRect(0);
return true;
@ -2367,11 +1921,6 @@ void D3DFB::DrawBlendingRect()
FNativeTexture *D3DFB::CreateTexture(FTexture *gametex, FTextureFormat fmt, bool wrapping)
{
D3DTex *tex = new D3DTex(gametex, fmt, this, wrapping);
if (tex->Box == NULL)
{
delete tex;
return NULL;
}
return tex;
}
@ -2612,11 +2161,11 @@ void D3DFB::DrawTextureParms (FTexture *img, DrawParms &parms)
double y0 = parms.y - parms.top * yscale;
double x1 = x0 + parms.destwidth;
double y1 = y0 + parms.destheight;
float u0 = tex->Box->Left;
float v0 = tex->Box->Top;
float u1 = tex->Box->Right;
float v1 = tex->Box->Bottom;
double uscale = 1.f / tex->Box->Owner->Width;
float u0 = 0;
float v0 = 0;
float u1 = 1;
float v1 = 1;
double uscale = 1.f;
bool scissoring = false;
FBVERTEX *vert;
float yoffs;
@ -2634,32 +2183,9 @@ void D3DFB::DrawTextureParms (FTexture *img, DrawParms &parms)
u1 = float(u1 - (parms.texwidth - wi) * uscale);
}
#if 0
float vscale = 1.f / tex->Box->Owner->Height / yscale;
if (y0 < parms.uclip)
{
v0 += (float(parms.uclip) - y0) * vscale;
y0 = float(parms.uclip);
}
if (y1 > parms.dclip)
{
v1 -= (y1 - float(parms.dclip)) * vscale;
y1 = float(parms.dclip);
}
if (x0 < parms.lclip)
{
u0 += float(parms.lclip - x0) * uscale / xscale * 2;
x0 = float(parms.lclip);
}
if (x1 > parms.rclip)
{
u1 -= (x1 - parms.rclip) * uscale / xscale * 2;
x1 = float(parms.rclip);
}
#else
// Use a scissor test because the math above introduces some jitter
// that is noticeable at low resolutions. Unfortunately, this means this
// quad has to be in a batch by itself.
// that is noticeable at low resolutions.
if (y0 < parms.uclip || y1 > parms.dclip || x0 < parms.lclip || x1 > parms.rclip)
{
scissoring = true;
@ -2675,7 +2201,7 @@ void D3DFB::DrawTextureParms (FTexture *img, DrawParms &parms)
D3DDevice->SetScissorRect(&scissor);
D3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
}
#endif
parms.bilinear = false;
D3DCOLOR color0, color1;
@ -2686,7 +2212,7 @@ void D3DFB::DrawTextureParms (FTexture *img, DrawParms &parms)
goto done;
}
quad->Texture = tex->Box->Owner->Tex;
quad->Texture = tex->Tex;
if (parms.bilinear)
{
quad->Flags |= BQF_Bilinear;
@ -2696,20 +2222,10 @@ void D3DFB::DrawTextureParms (FTexture *img, DrawParms &parms)
yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
#if 0
// Coordinates are truncated to integers, because that's effectively
// what the software renderer does. The hardware will instead round
// to nearest, it seems.
x0 = floorf(x0) - 0.5f;
y0 = floorf(y0) - yoffs;
x1 = floorf(x1) - 0.5f;
y1 = floorf(y1) - yoffs;
#else
x0 = x0 - 0.5f;
y0 = y0 - yoffs;
x1 = x1 - 0.5f;
y1 = y1 - yoffs;
#endif
vert = &VertexData[VertexPos];
@ -2836,7 +2352,7 @@ void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bo
quad->ShaderNum = BQS_Plain;
}
quad->Palette = NULL;
quad->Texture = tex->Box->Owner->Tex;
quad->Texture = tex->Tex;
quad->NumVerts = 4;
quad->NumTris = 2;
@ -2971,7 +2487,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
quad->ShaderNum = BQS_Plain;
}
quad->Palette = NULL;
quad->Texture = tex->Box->Owner->Tex;
quad->Texture = tex->Tex;
quad->NumVerts = npoints;
quad->NumTris = npoints - 2;
@ -3229,13 +2745,6 @@ void D3DFB::EndQuadBatch()
assert(quad->Palette != NULL);
SetPaletteTexture(quad->Palette->Tex, quad->Palette->RoundedPaletteSize, quad->Palette->BorderColor);
}
#if 0
// Set paletted bilinear filtering (IF IT WORKED RIGHT!)
if ((quad->Flags & (BQF_Paletted | BQF_Bilinear)) == (BQF_Paletted | BQF_Bilinear))
{
SetPalTexBilinearConstants(quad->Texture);
}
#endif
// Set the alpha blending
SetAlphaBlend(D3DBLENDOP(quad->BlendOp), D3DBLEND(quad->SrcBlend), D3DBLEND(quad->DestBlend));
@ -3664,6 +3173,3 @@ void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count, D3DCOLOR bo
SetTexture(1, texture);
}
void D3DFB::SetPalTexBilinearConstants(Atlas *tex)
{
}

View file

@ -159,7 +159,6 @@ private:
void KillNativePals();
void KillNativeTexs();
PackedTexture *AllocPackedTexture(int width, int height, bool wrapping, D3DFORMAT format);
void DrawPackedTextures(int packnum);
void DrawLetterbox();
void Draw3DPart(bool copy3d);
bool SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedTris &quad);
@ -185,7 +184,6 @@ private:
void SetPixelShader(IDirect3DPixelShader9 *shader);
void SetTexture(int tnum, IDirect3DTexture9 *texture);
void SetPaletteTexture(IDirect3DTexture9 *texture, int count, D3DCOLOR border_color);
void SetPalTexBilinearConstants(Atlas *texture);
BOOL AlphaTestEnabled;
BOOL AlphaBlendEnabled;