mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- removed Accel2D variable and a little bit of locking cruft.
This commit is contained in:
parent
cff5f0e3c7
commit
62f073ef60
21 changed files with 35 additions and 257 deletions
|
@ -1211,11 +1211,8 @@ void DBaseStatusBar::BlendView (float blend[4])
|
|||
V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, cnt, blend);
|
||||
V_AddPlayerBlend(CPlayer, blend, 1.0f, 228);
|
||||
|
||||
if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
|
||||
{
|
||||
player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
|
||||
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
||||
}
|
||||
player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
|
||||
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
||||
|
||||
V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
|
||||
(int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f));
|
||||
|
|
|
@ -100,7 +100,6 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int
|
|||
gl_SetupMenu();
|
||||
gl_GenerateGlobalBrightmapFromColormap();
|
||||
DoSetGamma();
|
||||
Accel2D = true;
|
||||
}
|
||||
|
||||
OpenGLFrameBuffer::~OpenGLFrameBuffer()
|
||||
|
|
|
@ -157,7 +157,6 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
|
|||
In2D = 0;
|
||||
Palettes = nullptr;
|
||||
Textures = nullptr;
|
||||
Accel2D = true;
|
||||
GatheringWipeScreen = false;
|
||||
ScreenWipe = nullptr;
|
||||
InScene = false;
|
||||
|
@ -1123,7 +1122,6 @@ bool OpenGLSWFrameBuffer::Lock(bool buffered)
|
|||
return false;
|
||||
}
|
||||
assert(!In2D);
|
||||
Accel2D = vid_hw2d;
|
||||
|
||||
#if 0 // temporarily disabled. Must be fixed later
|
||||
if (UseMappedMemBuffer)
|
||||
|
@ -1209,17 +1207,6 @@ void OpenGLSWFrameBuffer::Update()
|
|||
return;
|
||||
}
|
||||
|
||||
if (m_Lock != 1)
|
||||
{
|
||||
I_FatalError("Framebuffer must have exactly 1 lock to be updated");
|
||||
if (m_Lock > 0)
|
||||
{
|
||||
UpdatePending = true;
|
||||
--m_Lock;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (In2D == 0)
|
||||
{
|
||||
DrawRateStuff();
|
||||
|
@ -1258,7 +1245,6 @@ void OpenGLSWFrameBuffer::Update()
|
|||
BlitCycles.Clock();
|
||||
#endif
|
||||
|
||||
m_Lock = 0;
|
||||
Draw3DPart(In2D <= 1);
|
||||
if (In2D == 0)
|
||||
{
|
||||
|
@ -1316,10 +1302,6 @@ void OpenGLSWFrameBuffer::Flip()
|
|||
|
||||
bool OpenGLSWFrameBuffer::PaintToWindow()
|
||||
{
|
||||
if (m_Lock != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
Draw3DPart(true);
|
||||
return true;
|
||||
}
|
||||
|
@ -1446,30 +1428,22 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
|
|||
{
|
||||
FBVERTEX verts[4];
|
||||
uint32_t color0, color1;
|
||||
if (Accel2D)
|
||||
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
|
||||
if (map == nullptr)
|
||||
{
|
||||
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
|
||||
if (map == nullptr)
|
||||
{
|
||||
color0 = 0;
|
||||
color1 = 0xFFFFFFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
color0 = ColorValue(map->ColorizeStart[0] / 2, map->ColorizeStart[1] / 2, map->ColorizeStart[2] / 2, 0);
|
||||
color1 = ColorValue(map->ColorizeEnd[0] / 2, map->ColorizeEnd[1] / 2, map->ColorizeEnd[2] / 2, 1);
|
||||
if (IsBgra())
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormap].get());
|
||||
else
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormapPal].get());
|
||||
}
|
||||
color0 = 0;
|
||||
color1 = 0xFFFFFFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
color0 = FlashColor0;
|
||||
color1 = FlashColor1;
|
||||
color0 = ColorValue(map->ColorizeStart[0] / 2, map->ColorizeStart[1] / 2, map->ColorizeStart[2] / 2, 0);
|
||||
color1 = ColorValue(map->ColorizeEnd[0] / 2, map->ColorizeEnd[1] / 2, map->ColorizeEnd[2] / 2, 1);
|
||||
if (IsBgra())
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormap].get());
|
||||
else
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormapPal].get());
|
||||
}
|
||||
CalcFullscreenCoords(verts, Accel2D, color0, color1);
|
||||
CalcFullscreenCoords(verts, true, color0, color1);
|
||||
DrawTriangleFans(2, verts);
|
||||
}
|
||||
if (IsBgra())
|
||||
|
@ -1666,11 +1640,6 @@ void OpenGLSWFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch
|
|||
/*
|
||||
LockedRect lrect;
|
||||
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::GetScreenshotBuffer(buffer, pitch, color_type, gamma);
|
||||
return;
|
||||
}
|
||||
buffer = nullptr;
|
||||
if ((ScreenshotTexture = GetCurrentScreen()) != nullptr)
|
||||
{
|
||||
|
@ -1705,10 +1674,6 @@ void OpenGLSWFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch
|
|||
|
||||
void OpenGLSWFrameBuffer::ReleaseScreenshotBuffer()
|
||||
{
|
||||
if (m_Lock > 0)
|
||||
{
|
||||
Super::ReleaseScreenshotBuffer();
|
||||
}
|
||||
ScreenshotTexture.reset();
|
||||
}
|
||||
|
||||
|
@ -2071,10 +2036,6 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
|
|||
bool OpenGLSWFrameBuffer::Begin2D(bool copy3d)
|
||||
{
|
||||
Super::Begin2D(copy3d);
|
||||
if (!Accel2D)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (In2D)
|
||||
{
|
||||
return true;
|
||||
|
@ -2096,10 +2057,6 @@ bool OpenGLSWFrameBuffer::Begin2D(bool copy3d)
|
|||
|
||||
void OpenGLSWFrameBuffer::DrawBlendingRect()
|
||||
{
|
||||
if (!In2D || !Accel2D)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Dim(FlashColor, FlashAmount / 256.f, viewwindowx, viewwindowy, viewwidth, viewheight);
|
||||
}
|
||||
|
||||
|
|
|
@ -122,11 +122,6 @@ private:
|
|||
|
||||
bool OpenGLSWFrameBuffer::WipeStartScreen(int type)
|
||||
{
|
||||
if (!Accel2D)
|
||||
{
|
||||
return Super::WipeStartScreen(type);
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case wipe_Melt:
|
||||
|
@ -164,12 +159,6 @@ bool OpenGLSWFrameBuffer::WipeStartScreen(int type)
|
|||
|
||||
void OpenGLSWFrameBuffer::WipeEndScreen()
|
||||
{
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::WipeEndScreen();
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't do anything if there is no starting point.
|
||||
if (InitialWipeScreen == NULL)
|
||||
{
|
||||
|
@ -206,11 +195,6 @@ void OpenGLSWFrameBuffer::WipeEndScreen()
|
|||
|
||||
bool OpenGLSWFrameBuffer::WipeDo(int ticks)
|
||||
{
|
||||
if (!Accel2D)
|
||||
{
|
||||
return Super::WipeDo(ticks);
|
||||
}
|
||||
|
||||
// Sanity checks.
|
||||
if (InitialWipeScreen == NULL || FinalWipeScreen == NULL)
|
||||
{
|
||||
|
@ -250,11 +234,6 @@ void OpenGLSWFrameBuffer::WipeCleanup()
|
|||
InitialWipeScreen.reset();
|
||||
FinalWipeScreen.reset();
|
||||
GatheringWipeScreen = false;
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::WipeCleanup();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -778,16 +778,6 @@ void M_Drawer (void)
|
|||
AActor *camera = player->camera;
|
||||
PalEntry fade = 0;
|
||||
|
||||
if (!screen->Accel2D && camera != nullptr && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
|
||||
{
|
||||
if (camera->player != nullptr)
|
||||
{
|
||||
player = camera->player;
|
||||
}
|
||||
fade = PalEntry (uint8_t(player->BlendA*255), uint8_t(player->BlendR*255), uint8_t(player->BlendG*255), uint8_t(player->BlendB*255));
|
||||
}
|
||||
|
||||
|
||||
if (CurrentMenu != nullptr && menuactive != MENU_Off)
|
||||
{
|
||||
if (GLRenderer)
|
||||
|
|
|
@ -70,15 +70,6 @@ void PolyRenderer::RenderView(player_t *player)
|
|||
|
||||
RenderActorView(player->mo, false);
|
||||
|
||||
#if 0
|
||||
// Apply special colormap if the target cannot do it
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->ShaderColormap() && RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
|
||||
{
|
||||
Threads.MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
|
||||
}
|
||||
#endif
|
||||
|
||||
Threads.MainThread()->FlushDrawQueue();
|
||||
DrawerThreads::WaitForWorkers();
|
||||
}
|
||||
|
|
|
@ -418,7 +418,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
|
|||
|
||||
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||
if (!noaccel && renderTarget == screencanvas && (DFrameBuffer *)screen->Accel2D)
|
||||
if (!noaccel && renderTarget == screencanvas)
|
||||
{
|
||||
FRenderStyle style = vis.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
|
|
|
@ -791,7 +791,6 @@ CocoaVideo* CocoaVideo::GetInstance()
|
|||
|
||||
SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool fullscreen, bool bgra)
|
||||
: DFrameBuffer(width, height, bgra)
|
||||
, m_Lock(0)
|
||||
, UpdatePending(false)
|
||||
{
|
||||
CGGammaValue gammaTable[GAMMA_TABLE_SIZE];
|
||||
|
@ -818,28 +817,6 @@ SDLGLFB::~SDLGLFB()
|
|||
{
|
||||
}
|
||||
|
||||
|
||||
bool SDLGLFB::Lock(bool buffered)
|
||||
{
|
||||
m_Lock++;
|
||||
|
||||
Buffer = MemBuffer;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDLGLFB::Unlock()
|
||||
{
|
||||
if (UpdatePending && 1 == m_Lock)
|
||||
{
|
||||
Update();
|
||||
}
|
||||
else if (--m_Lock <= 0)
|
||||
{
|
||||
m_Lock = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool SDLGLFB::IsFullscreen()
|
||||
{
|
||||
return CocoaVideo::IsFullscreen();
|
||||
|
@ -858,6 +835,7 @@ void SDLGLFB::InitializeState()
|
|||
{
|
||||
}
|
||||
|
||||
#if 0
|
||||
bool SDLGLFB::CanUpdate()
|
||||
{
|
||||
if (m_Lock != 1)
|
||||
|
@ -873,6 +851,7 @@ bool SDLGLFB::CanUpdate()
|
|||
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
void SDLGLFB::SwapBuffers()
|
||||
{
|
||||
|
|
|
@ -55,9 +55,6 @@ public:
|
|||
SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen, bool bgra);
|
||||
~SDLGLFB();
|
||||
|
||||
virtual bool Lock(bool buffered = true);
|
||||
virtual void Unlock();
|
||||
|
||||
virtual bool IsFullscreen();
|
||||
virtual void SetVSync(bool vsync);
|
||||
|
||||
|
@ -66,7 +63,6 @@ public:
|
|||
|
||||
virtual int GetTrueHeight() { return GetClientHeight(); }
|
||||
protected:
|
||||
int m_Lock;
|
||||
bool UpdatePending;
|
||||
|
||||
static const uint32_t GAMMA_CHANNEL_SIZE = 256;
|
||||
|
|
|
@ -374,7 +374,6 @@ SDLGLFB::SDLGLFB (void *, int width, int height, int, int, bool fullscreen, bool
|
|||
int glveridx = 0;
|
||||
int i;
|
||||
|
||||
m_Lock=0;
|
||||
UpdatePending = false;
|
||||
|
||||
const char *version = Args->CheckValue("-glversion");
|
||||
|
@ -447,6 +446,7 @@ void SDLGLFB::InitializeState()
|
|||
{
|
||||
}
|
||||
|
||||
#if 0
|
||||
bool SDLGLFB::CanUpdate ()
|
||||
{
|
||||
if (m_Lock != 1)
|
||||
|
@ -460,6 +460,7 @@ bool SDLGLFB::CanUpdate ()
|
|||
}
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
void SDLGLFB::SetGammaTable(uint16_t *tbl)
|
||||
{
|
||||
|
@ -477,30 +478,6 @@ void SDLGLFB::ResetGammaTable()
|
|||
}
|
||||
}
|
||||
|
||||
bool SDLGLFB::Lock(bool buffered)
|
||||
{
|
||||
m_Lock++;
|
||||
Buffer = MemBuffer;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SDLGLFB::Lock ()
|
||||
{
|
||||
return Lock(false);
|
||||
}
|
||||
|
||||
void SDLGLFB::Unlock ()
|
||||
{
|
||||
if (UpdatePending && m_Lock == 1)
|
||||
{
|
||||
Update ();
|
||||
}
|
||||
else if (--m_Lock <= 0)
|
||||
{
|
||||
m_Lock = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool SDLGLFB::IsFullscreen ()
|
||||
{
|
||||
return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
|
||||
|
|
|
@ -91,7 +91,6 @@ protected:
|
|||
|
||||
void UpdateColors ();
|
||||
|
||||
int m_Lock;
|
||||
Uint16 m_origGamma[3][256];
|
||||
bool m_supportsGamma;
|
||||
};
|
||||
|
|
|
@ -69,17 +69,10 @@ namespace swrenderer
|
|||
if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
|
||||
{
|
||||
realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
|
||||
if (renderTarget == screen->GetCanvas() && (renderTarget->IsBgra() || ((DFrameBuffer *)screen->Accel2D && r_shadercolormaps)))
|
||||
{
|
||||
// Render everything fullbright. The copy to video memory will
|
||||
// apply the special colormap, so it won't be restricted to the
|
||||
// palette.
|
||||
fixedcolormap = &realcolormaps;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixedcolormap = &SpecialSWColormaps[player->fixedcolormap];
|
||||
}
|
||||
// Render everything fullbright. The copy to video memory will
|
||||
// apply the special colormap, so it won't be restricted to the
|
||||
// palette.
|
||||
fixedcolormap = &realcolormaps;
|
||||
}
|
||||
else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
|
||||
{
|
||||
|
|
|
@ -884,9 +884,8 @@ namespace swrenderer
|
|||
|
||||
void RenderOpaquePass::ClearClip()
|
||||
{
|
||||
// clip ceiling to console bottom
|
||||
fillshort(floorclip, viewwidth, viewheight);
|
||||
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !Thread->Viewport->RenderingToCanvas() ? (ConBottom - viewwindowy) : 0);
|
||||
fillshort(ceilingclip, viewwidth, 0);
|
||||
}
|
||||
|
||||
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap)
|
||||
|
|
|
@ -117,16 +117,6 @@ namespace swrenderer
|
|||
|
||||
RenderActorView(player->mo);
|
||||
|
||||
// Apply special colormap if the target cannot do it
|
||||
#if 0
|
||||
if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
|
||||
{
|
||||
auto queue = std::make_shared<DrawerCommandQueue>(MainThread()->FrameMemory.get());
|
||||
queue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
|
||||
DrawerThreads::Execute(queue);
|
||||
}
|
||||
#endif
|
||||
|
||||
DrawerWaitCycles.Clock();
|
||||
DrawerThreads::WaitForWorkers();
|
||||
DrawerWaitCycles.Unclock();
|
||||
|
|
|
@ -420,7 +420,7 @@ namespace swrenderer
|
|||
|
||||
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||
if (!noaccel && viewport->RenderTarget == screencanvas && (DFrameBuffer *)screen->Accel2D)
|
||||
if (!noaccel && viewport->RenderTarget == screencanvas)
|
||||
{
|
||||
FRenderStyle style = vis.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
|
|
|
@ -610,7 +610,6 @@ DFrameBuffer::DFrameBuffer (int width, int height, bool bgra)
|
|||
Bgra = bgra;
|
||||
|
||||
LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
|
||||
Accel2D = false;
|
||||
|
||||
VideoWidth = width;
|
||||
VideoHeight = height;
|
||||
|
|
|
@ -279,7 +279,6 @@ protected:
|
|||
bool ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) const;
|
||||
void DrawTextCommon(FFont *font, int normalcolor, double x, double y, const char *string, DrawParms &parms);
|
||||
|
||||
int LockCount = 0;
|
||||
int Width = 0;
|
||||
int Height = 0;
|
||||
bool Bgra = 0;
|
||||
|
@ -340,7 +339,6 @@ public:
|
|||
// Set the rect defining the area affected by blending.
|
||||
virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
|
||||
|
||||
bool Accel2D; // If true, 2D drawing can be accelerated.
|
||||
virtual bool LegacyHardware() const { return false; } // only for reporting SM1.4 support to the stat collector
|
||||
|
||||
// Begin 2D drawing operations. This is like Update, but it doesn't end
|
||||
|
|
|
@ -241,7 +241,6 @@ D3DFB::D3DFB (UINT adapter, int width, int height, bool bgra, bool fullscreen)
|
|||
In2D = 0;
|
||||
Palettes = NULL;
|
||||
Textures = NULL;
|
||||
Accel2D = true;
|
||||
GatheringWipeScreen = false;
|
||||
ScreenWipe = NULL;
|
||||
InScene = false;
|
||||
|
@ -939,17 +938,6 @@ void D3DFB::Update ()
|
|||
return;
|
||||
}
|
||||
|
||||
if (LockCount != 1)
|
||||
{
|
||||
I_FatalError ("Framebuffer must have exactly 1 lock to be updated");
|
||||
if (LockCount > 0)
|
||||
{
|
||||
UpdatePending = true;
|
||||
--LockCount;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (In2D == 0)
|
||||
{
|
||||
DrawRateStuff();
|
||||
|
@ -998,7 +986,6 @@ void D3DFB::Update ()
|
|||
BlitCycles.Reset();
|
||||
BlitCycles.Clock();
|
||||
|
||||
LockCount = 0;
|
||||
HRESULT hr = D3DDevice->TestCooperativeLevel();
|
||||
if (FAILED(hr) && (hr != D3DERR_DEVICENOTRESET || !Reset()))
|
||||
{
|
||||
|
@ -1126,10 +1113,6 @@ bool D3DFB::PaintToWindow ()
|
|||
{
|
||||
HRESULT hr;
|
||||
|
||||
if (LockCount != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
hr = D3DDevice->TestCooperativeLevel();
|
||||
if (FAILED(hr))
|
||||
{
|
||||
|
@ -1244,30 +1227,22 @@ void D3DFB::Draw3DPart(bool copy3d)
|
|||
{
|
||||
FBVERTEX verts[4];
|
||||
D3DCOLOR color0, color1;
|
||||
if (Accel2D)
|
||||
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
|
||||
if (map == NULL)
|
||||
{
|
||||
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
|
||||
if (map == NULL)
|
||||
{
|
||||
color0 = 0;
|
||||
color1 = 0xFFFFFFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
color0 = D3DCOLOR_COLORVALUE(map->ColorizeStart[0]/2, map->ColorizeStart[1]/2, map->ColorizeStart[2]/2, 0);
|
||||
color1 = D3DCOLOR_COLORVALUE(map->ColorizeEnd[0]/2, map->ColorizeEnd[1]/2, map->ColorizeEnd[2]/2, 1);
|
||||
if (IsBgra())
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormap]);
|
||||
else
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormapPal]);
|
||||
}
|
||||
color0 = 0;
|
||||
color1 = 0xFFFFFFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
color0 = FlashColor0;
|
||||
color1 = FlashColor1;
|
||||
color0 = D3DCOLOR_COLORVALUE(map->ColorizeStart[0]/2, map->ColorizeStart[1]/2, map->ColorizeStart[2]/2, 0);
|
||||
color1 = D3DCOLOR_COLORVALUE(map->ColorizeEnd[0]/2, map->ColorizeEnd[1]/2, map->ColorizeEnd[2]/2, 1);
|
||||
if (IsBgra())
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormap]);
|
||||
else
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormapPal]);
|
||||
}
|
||||
CalcFullscreenCoords(verts, Accel2D, false, color0, color1);
|
||||
CalcFullscreenCoords(verts, true, false, color0, color1);
|
||||
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
|
||||
}
|
||||
if (IsBgra())
|
||||
|
@ -1457,11 +1432,6 @@ void D3DFB::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &col
|
|||
{
|
||||
D3DLOCKED_RECT lrect;
|
||||
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::GetScreenshotBuffer(buffer, pitch, color_type, gamma);
|
||||
return;
|
||||
}
|
||||
buffer = NULL;
|
||||
if ((ScreenshotTexture = GetCurrentScreen()) != NULL)
|
||||
{
|
||||
|
@ -1495,10 +1465,6 @@ void D3DFB::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &col
|
|||
|
||||
void D3DFB::ReleaseScreenshotBuffer()
|
||||
{
|
||||
if (LockCount > 0)
|
||||
{
|
||||
Super::ReleaseScreenshotBuffer();
|
||||
}
|
||||
if (ScreenshotSurface != NULL)
|
||||
{
|
||||
ScreenshotSurface->UnlockRect();
|
||||
|
@ -1806,10 +1772,6 @@ bool D3DPal::Update()
|
|||
bool D3DFB::Begin2D(bool copy3d)
|
||||
{
|
||||
Super::Begin2D(copy3d);
|
||||
if (!Accel2D)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (In2D)
|
||||
{
|
||||
return true;
|
||||
|
@ -1831,10 +1793,6 @@ bool D3DFB::Begin2D(bool copy3d)
|
|||
|
||||
void D3DFB::DrawBlendingRect()
|
||||
{
|
||||
if (!In2D || !Accel2D)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Dim(FlashColor, FlashAmount / 256.f, viewwindowx, viewwindowy, viewwidth, viewheight);
|
||||
}
|
||||
|
||||
|
|
|
@ -136,11 +136,6 @@ bool D3DFB::WipeStartScreen(int type)
|
|||
IDirect3DSurface9 *tsurf;
|
||||
D3DSURFACE_DESC desc;
|
||||
|
||||
if (!Accel2D)
|
||||
{
|
||||
return Super::WipeStartScreen(type);
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case wipe_Melt:
|
||||
|
@ -200,12 +195,6 @@ bool D3DFB::WipeStartScreen(int type)
|
|||
|
||||
void D3DFB::WipeEndScreen()
|
||||
{
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::WipeEndScreen();
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't do anything if there is no starting point.
|
||||
if (InitialWipeScreen == NULL)
|
||||
{
|
||||
|
@ -254,11 +243,6 @@ void D3DFB::WipeEndScreen()
|
|||
|
||||
bool D3DFB::WipeDo(int ticks)
|
||||
{
|
||||
if (!Accel2D)
|
||||
{
|
||||
return Super::WipeDo(ticks);
|
||||
}
|
||||
|
||||
// Sanity checks.
|
||||
if (InitialWipeScreen == NULL || FinalWipeScreen == NULL)
|
||||
{
|
||||
|
@ -321,11 +305,6 @@ void D3DFB::WipeCleanup()
|
|||
SAFE_RELEASE( InitialWipeScreen );
|
||||
SAFE_RELEASE( FinalWipeScreen );
|
||||
GatheringWipeScreen = false;
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::WipeCleanup();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -993,7 +993,6 @@ Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, in
|
|||
m_RefreshHz = refreshHz;
|
||||
m_Fullscreen = fullscreen;
|
||||
m_Bgra = bgra;
|
||||
m_Lock=0;
|
||||
|
||||
RECT r;
|
||||
LONG style, exStyle;
|
||||
|
|
|
@ -70,7 +70,6 @@ protected:
|
|||
bool m_supportsGamma;
|
||||
bool m_Fullscreen, m_Bgra;
|
||||
int m_Width, m_Height, m_Bits, m_RefreshHz;
|
||||
int m_Lock;
|
||||
char m_displayDeviceNameBuffer[32/*CCHDEVICENAME*/]; // do not use windows.h constants here!
|
||||
char *m_displayDeviceName;
|
||||
int SwapInterval;
|
||||
|
|
Loading…
Reference in a new issue