OpenGL: add 8bit palette conversion shader for better performance - remove pixel buffer objects - temporary remove scaling filters (need to be replaced with shaders)
This commit is contained in:
parent
5a2748f3d1
commit
b053bc377e
8 changed files with 425 additions and 220 deletions
325
src/render.c
325
src/render.c
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@ -1,101 +1,73 @@
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/*
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* Copyright (c) 2010 Toni Spets <toni.spets@iki.fi>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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* Copyright (c) 2010 Toni Spets <toni.spets@iki.fi>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include <windows.h>
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#include <stdio.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glext.h"
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#include "opengl.h"
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#include "main.h"
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#include "surface.h"
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const GLchar *PaletteVertShaderSrc =
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"# version 110\n"
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"varying vec2 TexCoord0; \n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = ftransform(); \n"
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" TexCoord0 = gl_MultiTexCoord0.xy; \n"
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"}\n";
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PFNGLGENBUFFERSARBPROC pglGenBuffersARB = 0; // VBO Name Generation Procedure
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PFNGLBINDBUFFERARBPROC pglBindBufferARB = 0; // VBO Bind Procedure
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PFNGLBUFFERDATAARBPROC pglBufferDataARB = 0; // VBO Data Loading Procedure
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PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB = 0; // VBO Deletion Procedure
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PFNGLMAPBUFFERARBPROC pglMapBufferARB = 0; // map VBO procedure
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PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB = 0; // unmap VBO procedure
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#define glGenBuffersARB pglGenBuffersARB
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#define glBindBufferARB pglBindBufferARB
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#define glBufferDataARB pglBufferDataARB
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#define glDeleteBuffersARB pglDeleteBuffersARB
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#define glMapBufferARB pglMapBufferARB
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#define glUnmapBufferARB pglUnmapBufferARB
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const GLchar *PaletteFragShaderSrc =
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"//Fragment shader\n"
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"#version 110\n"
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"uniform sampler2D PaletteTex; \n"
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"uniform sampler2D SurfaceTex; \n"
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"varying vec2 TexCoord0; \n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 myindex = texture2D(SurfaceTex, TexCoord0); \n"
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" vec4 texel = texture2D(PaletteTex, myindex.xy); \n"
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" gl_FragColor = texel;\n"
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"}\n";
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const GLenum PIXEL_FORMAT = GL_RGBA;
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GLuint pboIds[2];
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GLuint textureId;
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BOOL pboSupported = FALSE;
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GLuint SurfaceTexId, PaletteTexId;
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GLint SurfaceUniLoc, PaletteUniLoc;
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GLuint PaletteConvProgram;
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BOOL detect_cutscene();
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DWORD WINAPI render_main(void)
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{
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int i,j;
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HGLRC hRC;
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HGLRC hRC = wglCreateContext(ddraw->render.hDC);
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wglMakeCurrent(ddraw->render.hDC, hRC);
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int tex_width = ddraw->width > 1024 ? ddraw->width : 1024;
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int tex_height = ddraw->height > 1024 ? ddraw->height : 1024;
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int tex_size = tex_width * tex_height * sizeof(int);
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float scale_w = 1.0f;
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float scale_h = 1.0f;
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int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
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OpenGL_Init();
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hRC = wglCreateContext( ddraw->render.hDC );
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wglMakeCurrent( ddraw->render.hDC, hRC );
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char *glext = (char *)glGetString(GL_EXTENSIONS);
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if(glext)
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if (OpenGL_ExtExists("WGL_EXT_swap_control"))
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{
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if (strstr(glext, "WGL_EXT_swap_control"))
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BOOL(APIENTRY *wglSwapIntervalEXT)(int) = (BOOL(APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
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if (wglSwapIntervalEXT)
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{
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BOOL (APIENTRY *wglSwapIntervalEXT)(int) = (BOOL (APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
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if(wglSwapIntervalEXT)
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{
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if(ddraw->vsync)
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{
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wglSwapIntervalEXT(1);
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}
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else
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{
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wglSwapIntervalEXT(0);
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}
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}
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}
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if (ddraw->opengl_pbo && strstr(glext, "GL_ARB_pixel_buffer_object"))
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{
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glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
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glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
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glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
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glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
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glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
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glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
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if(glGenBuffersARB && glBindBufferARB && glBufferDataARB &&
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glMapBufferARB && glUnmapBufferARB && glDeleteBuffersARB)
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{
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pboSupported = TRUE;
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}
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if (ddraw->vsync)
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wglSwapIntervalEXT(1);
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else
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wglSwapIntervalEXT(0);
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}
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}
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@ -103,51 +75,56 @@ DWORD WINAPI render_main(void)
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DWORD tick_end = 0;
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DWORD frame_len = 0;
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if(ddraw->render.maxfps < 0)
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{
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if (ddraw->render.maxfps < 0)
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ddraw->render.maxfps = ddraw->mode.dmDisplayFrequency;
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}
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if(ddraw->render.maxfps > 0)
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{
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if (ddraw->render.maxfps > 0)
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frame_len = 1000.0f / ddraw->render.maxfps;
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}
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, tex);
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int tex_width = ddraw->width > 1024 ? ddraw->width : 1024;
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int tex_height = ddraw->height > 1024 ? ddraw->height : 1024;
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int tex_size = tex_width * tex_height * sizeof(int);
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int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
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if (!PaletteConvProgram)
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PaletteConvProgram = OpenGL_BuildProgram(&PaletteVertShaderSrc, &PaletteFragShaderSrc);
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// primary surface texture
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glGenTextures(1, &SurfaceTexId);
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glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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if (PaletteConvProgram)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, tex_width, tex_height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
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else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex);
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// palette texture
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glGenTextures(1, &PaletteTexId);
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glBindTexture(GL_TEXTURE_2D, PaletteTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glViewport(
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ddraw->render.viewport.x, ddraw->render.viewport.y,
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ddraw->render.viewport.x, ddraw->render.viewport.y,
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ddraw->render.viewport.width, ddraw->render.viewport.height);
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if(ddraw->render.filter)
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{
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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if(pboSupported)
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if (PaletteConvProgram)
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{
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glGenBuffersARB(2, pboIds);
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[0]);
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glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[1]);
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glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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glUseProgram(PaletteConvProgram);
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SurfaceUniLoc = glGetUniformLocation(PaletteConvProgram, "SurfaceTex");
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PaletteUniLoc = glGetUniformLocation(PaletteConvProgram, "PaletteTex");
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}
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glEnable(GL_TEXTURE_2D);
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while(ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
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while (ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
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{
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#if _DEBUG
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static DWORD tick_fps = 0;
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@ -161,122 +138,104 @@ DWORD WINAPI render_main(void)
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}
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frame_count++;
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#endif
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static int index = 0;
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scale_w = (float)ddraw->width/tex_width;
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scale_h = (float)ddraw->height/tex_height;
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index = (index + 1) % 2;
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int nextIndex = (index + 1) % 2;
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if(ddraw->render.maxfps > 0)
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{
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float scale_w = (float)ddraw->width / tex_width;
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float scale_h = (float)ddraw->height / tex_height;
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if (ddraw->render.maxfps > 0)
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tick_start = timeGetTime();
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if (PaletteConvProgram && glActiveTexture && glUniform1i)
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{
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, PaletteTexId);
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glUniform1i(PaletteUniLoc, 0);
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
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glUniform1i(SurfaceUniLoc, 1);
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}
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/* convert ddraw surface to opengl texture */
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if(pboSupported)
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{
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glBindTexture(GL_TEXTURE_2D, textureId);
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[index]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, PIXEL_FORMAT, GL_UNSIGNED_BYTE, 0);
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}
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EnterCriticalSection(&ddraw->cs);
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if(ddraw->primary && ddraw->primary->palette)
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if (ddraw->primary && ddraw->primary->palette)
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{
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if(ddraw->vhack && detect_cutscene())
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if (ddraw->vhack && detect_cutscene())
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{
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scale_w *= (float)CUTSCENE_WIDTH / ddraw->width;
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scale_h *= (float)CUTSCENE_HEIGHT / ddraw->height;
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if (!ddraw->incutscene)
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{
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ddraw->incutscene = TRUE;
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}
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}
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else
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{
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if (ddraw->incutscene)
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{
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ddraw->incutscene = FALSE;
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}
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}
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if(pboSupported)
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if (PaletteConvProgram)
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{
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[nextIndex]);
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glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
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int *ptr = (int *)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB);
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if(ptr)
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{
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for(i=0; i<ddraw->height; i++)
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{
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for(j=0; j<ddraw->width; j++)
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{
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ptr[i*ddraw->width+j] =
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ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]];
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}
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}
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glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
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}
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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glBindTexture(GL_TEXTURE_2D, PaletteTexId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, GL_RGBA, GL_UNSIGNED_BYTE, ddraw->primary->palette->data_bgr);
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glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RED, GL_UNSIGNED_BYTE, ddraw->primary->surface);
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}
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else
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{
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for(i=0; i<ddraw->height; i++)
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int i, j;
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for (i = 0; i<ddraw->height; i++)
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{
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for(j=0; j<ddraw->width; j++)
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int i_dst = i*ddraw->width;
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int i_src = i*ddraw->primary->lPitch;
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for (j = 0; j<ddraw->width; j++)
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{
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tex[i*ddraw->width+j] =
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ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]];
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tex[i_dst + j] =
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ddraw->primary->palette->data_bgr[
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((unsigned char *)ddraw->primary->surface)[i_src + j*ddraw->primary->lXPitch]];
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}
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}
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}
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}
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LeaveCriticalSection(&ddraw->cs);
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if (!pboSupported)
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if (!PaletteConvProgram)
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{
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, PIXEL_FORMAT, GL_UNSIGNED_BYTE, tex);
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glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RGBA, GL_UNSIGNED_BYTE, tex);
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}
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0,0); glVertex2f(-1, 1);
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glTexCoord2f(scale_w,0); glVertex2f( 1, 1);
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glTexCoord2f(scale_w,scale_h); glVertex2f( 1, -1);
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glTexCoord2f(0,scale_h); glVertex2f(-1, -1);
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glTexCoord2f(0, 0); glVertex2f(-1, 1);
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glTexCoord2f(scale_w, 0); glVertex2f(1, 1);
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glTexCoord2f(scale_w, scale_h); glVertex2f(1, -1);
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glTexCoord2f(0, scale_h); glVertex2f(-1, -1);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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SwapBuffers(ddraw->render.hDC);
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if(ddraw->render.maxfps > 0)
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{
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if (ddraw->render.maxfps > 0)
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{
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tick_end = timeGetTime();
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if(tick_end - tick_start < frame_len)
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{
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Sleep( frame_len - (tick_end - tick_start));
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}
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if (tick_end - tick_start < frame_len)
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Sleep(frame_len - (tick_end - tick_start));
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}
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SetEvent(ddraw->render.ev);
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}
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HeapFree(GetProcessHeap(), 0, tex);
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glDeleteTextures(1, &textureId);
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if(pboSupported)
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glDeleteBuffersARB(2, pboIds);
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glDeleteTextures(1, &SurfaceTexId);
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glDeleteTextures(1, &PaletteTexId);
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wglMakeCurrent(NULL, NULL);
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||||
wglDeleteContext(hRC);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue