Reorganize RageDisplay
Add Direct3D renderer (separate project configuration) Add Xbox project config (doesn't yet compile)
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@@ -53,6 +53,7 @@ bool RageTextureID::operator<(const RageTextureID &rhs) const
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COMP(iMipMaps);
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COMP(iAlphaBits);
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COMP(iColorDepth);
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COMP(iTransparencyOnly);
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COMP(bDither);
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COMP(bStretch);
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COMP(bHotPinkColorKey);
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@@ -68,6 +69,7 @@ bool RageTextureID::operator==(const RageTextureID &rhs) const
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iMipMaps == rhs.iMipMaps &&
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iAlphaBits == rhs.iAlphaBits &&
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iColorDepth == rhs.iColorDepth &&
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iTransparencyOnly == rhs.iTransparencyOnly &&
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bDither == rhs.bDither &&
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bStretch == rhs.bStretch &&
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bHotPinkColorKey == rhs.bHotPinkColorKey;
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@@ -81,7 +83,7 @@ RageTexture::RageTexture( RageTextureID name ):
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m_iRefCount = 1;
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SetActualID();
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// SetActualID();
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m_iSourceWidth = m_iSourceHeight = 0;
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m_iTextureWidth = m_iTextureHeight = 0;
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m_iImageWidth = m_iImageHeight = 0;
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@@ -91,18 +93,18 @@ RageTexture::RageTexture( RageTextureID name ):
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/* Set the initial ActualID; this is what the actual texture will start
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* from. */
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void RageTexture::SetActualID()
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{
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m_ActualID = m_ID;
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/* Texture color depth preference can be overridden. */
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if(m_ID.iColorDepth == -1)
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m_ActualID.iColorDepth = TEXTUREMAN->GetTextureColorDepth();
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/* The max texture size can never be higher than the preference,
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* since it might be set to something to fix driver problems. */
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m_ActualID.iMaxSize = min(m_ActualID.iMaxSize, TEXTUREMAN->GetMaxTextureResolution());
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}
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//void RageTexture::SetActualID()
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//{
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// m_ActualID = m_ID;
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//
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// /* Texture color depth preference can be overridden. */
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// if(m_ID.iColorDepth == -1)
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// m_ActualID.iColorDepth = TEXTUREMAN->GetTextureColorDepth();
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//
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// /* The max texture size can never be higher than the preference,
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// * since it might be set to something to fix driver problems. */
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// m_ActualID.iMaxSize = min(m_ActualID.iMaxSize, TEXTUREMAN->GetMaxTextureResolution());
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//}
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RageTexture::~RageTexture()
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{
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