- moved the bit size variables to FSoftwareTexture
They are only needed by the software rasterizer.
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18c1a3abe5
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bde3558dc2
22 changed files with 61 additions and 129 deletions
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@ -177,10 +177,10 @@ FTexture * FTexture::CreateTexture (const char *name, int lumpnum, ETextureType
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FTexture::FTexture (const char *name, int lumpnum)
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:
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WidthBits(0), HeightBits(0), Scale(1,1), SourceLump(lumpnum),
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Scale(1,1), SourceLump(lumpnum),
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UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false), bFullNameTexture(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0), WidthMask(0)
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
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{
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bBrightmapChecked = false;
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bGlowing = false;
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@ -254,39 +254,6 @@ void FTexture::SetFrontSkyLayer ()
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//
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//==========================================================================
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void FTexture::CalcBitSize ()
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{
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// WidthBits is rounded down, and HeightBits is rounded up
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int i;
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for (i = 0; (1 << i) < Width; ++i)
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{ }
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WidthBits = i;
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// Having WidthBits that would allow for columns past the end of the
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// texture is not allowed, even if it means the entire texture is
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// not drawn.
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if (Width < (1 << WidthBits))
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{
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WidthBits--;
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}
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WidthMask = (1 << WidthBits) - 1;
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// <hr>The minimum height is 2, because we cannot shift right 32 bits.</hr>
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// Scratch that. Somebody actually made a 1x1 texture, so now we have to handle it.
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for (i = 0; (1 << i) < Height; ++i)
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{ }
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HeightBits = i;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FTexture::CopyToBlock (uint8_t *dest, int dwidth, int dheight, int xpos, int ypos, int rotate, const uint8_t *translation, FRenderStyle style)
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{
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const uint8_t *pixels = GetPixels(style);
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@ -1102,9 +1069,6 @@ FDummyTexture::FDummyTexture ()
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{
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Width = 64;
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Height = 64;
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HeightBits = 6;
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WidthBits = 6;
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WidthMask = 63;
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UseType = ETextureType::Null;
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}
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@ -1112,7 +1076,6 @@ void FDummyTexture::SetSize (int width, int height)
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{
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Width = width;
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Height = height;
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CalcBitSize ();
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}
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@ -1126,7 +1089,7 @@ FWrapperTexture::FWrapperTexture(int w, int h, int bits)
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{
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Width = w;
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Height = h;
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WidthBits = bits;
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Format = bits;
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UseType = ETextureType::SWCanvas;
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bNoCompress = true;
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SystemTexture[0] = screen->CreateHardwareTexture(this);
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