- optimization of texture scaling checks.
The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
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parent
09898ef6c3
commit
70ec20c137
33 changed files with 167 additions and 169 deletions
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@ -880,7 +880,7 @@ void D_Display ()
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if (vr_mode == 0 || vid_rendermode != 4)
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{
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// save the current screen if about to wipe
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wipe = MakeGameTexture(screen->WipeStartScreen ());
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wipe = MakeGameTexture(screen->WipeStartScreen(), ETextureType::SWCanvas);
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switch (wipegamestate)
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{
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@ -1063,7 +1063,7 @@ void D_Display ()
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GSnd->SetSfxPaused(true, 1);
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I_FreezeTime(true);
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screen->End2D();
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auto wipend = MakeGameTexture(screen->WipeEndScreen ());
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auto wipend = MakeGameTexture(screen->WipeEndScreen(), ETextureType::SWCanvas);
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auto wiper = Wiper::Create(wipe_type);
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wiper->SetTextures(wipe, wipend);
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@ -2673,7 +2673,7 @@ static void CheckForHacks(BuildInfo& buildinfo)
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buildinfo.Height == 128)
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{
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buildinfo.Height = 200;
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buildinfo.tex->SetSize(buildinfo.tex->GetTexelWidth(), 200);
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buildinfo.texture->SetSize(buildinfo.texture->GetTexelWidth(), 200);
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return;
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}
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@ -3062,6 +3062,7 @@ static int D_DoomMain_Internal (void)
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S_ParseMusInfo();
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if (!batchrun) Printf ("Texman.Init: Init texture manager.\n");
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UpdateUpscaleMask();
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SpriteFrames.Clear();
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TexMan.Init([]() { StartScreen->Progress(); }, CheckForHacks);
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PatchTextures();
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