rudimentary paletted texture support and some other optimizations
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@@ -16,6 +16,7 @@
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#include "RageLog.h"
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#include "RageException.h"
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#include "RageDisplay.h"
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#include "RageDisplayInternal.h"
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#include "SDL.h"
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#include "SDL_image.h"
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@@ -26,23 +27,33 @@
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#include "RageTimer.h"
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enum pixfmts {
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FMT_RGBA8,
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FMT_RGBA4,
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FMT_RGB5A1,
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FMT_PAL,
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NUM_PIX_FORMATS
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};
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/* Definitions for various texture formats. We'll probably want RGBA
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* in OpenGL, not ARGB ... All of these are in local (little) endian;
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* this may or may not need adjustment for OpenGL. */
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struct PixFmt_t {
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int bpp;
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GLenum type; /* data format */
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GLenum internalfmt; /* target format */
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GLenum format; /* target format */
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GLenum type; /* data format */
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unsigned int masks[4];
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} PixFmtMasks[] = {
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} PixFmtMasks[NUM_PIX_FORMATS] = {
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/* XXX: GL_UNSIGNED_SHORT_4_4_4_4 is affected by endianness; GL_UNSIGNED_BYTE
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* is not, but all SDL masks are affected by endianness, so GL_UNSIGNED_BYTE
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* is reversed. This isn't endian-safe. */
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{
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/* B8G8R8A8 */
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32,
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GL_UNSIGNED_BYTE,
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GL_RGBA8,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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{ 0x000000FF,
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0x0000FF00,
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0x00FF0000,
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@@ -50,8 +61,9 @@ struct PixFmt_t {
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}, {
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/* B4G4R4A4 */
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16,
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GL_UNSIGNED_SHORT_4_4_4_4,
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GL_RGBA4,
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GL_RGBA,
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GL_UNSIGNED_SHORT_4_4_4_4,
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{ 0xF000,
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0x0F00,
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0x00F0,
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@@ -59,22 +71,30 @@ struct PixFmt_t {
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}, {
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/* B5G5R5A1 */
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16,
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GL_UNSIGNED_SHORT_5_5_5_1,
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GL_RGB5_A1,
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GL_RGBA,
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GL_UNSIGNED_SHORT_5_5_5_1,
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{ 0xF800,
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0x07C0,
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0x003E,
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0x0001 },
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}, {
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/* Paletted */
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8,
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GL_COLOR_INDEX8_EXT,
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GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE,
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{ 0,0,0,0 } /* N/A */
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}
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};
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int PixFmtMaskNo(GLenum fmt)
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{
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switch(fmt) {
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case GL_RGBA8: return 0;
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case GL_RGBA4: return 1;
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case GL_RGB5_A1: return 2;
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default: ASSERT(0); return 0;
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case GL_RGBA8: return FMT_RGBA8;
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case GL_RGBA4: return FMT_RGBA4;
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case GL_RGB5_A1: return FMT_RGB5A1;
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default: ASSERT(0); return FMT_RGBA8;
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}
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}
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@@ -133,6 +153,7 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
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/* Load the image into an SDL surface. */
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SDL_Surface *img = IMG_Load(GetFilePath());
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/* XXX: Wait, we don't want to throw for all images; in particular, we
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* want to tolerate corrupt/unknown background images. */
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if(img == NULL)
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@@ -225,10 +246,6 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
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pixfmt = PixFmtMaskNo(fmtTexture);
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/* Dither only when the target is 16bpp, not when it's 32bpp. */
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if( PixFmtMasks[pixfmt].bpp == 32)
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m_ActualID.bDither = false;
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if( m_ActualID.bStretch )
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{
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/* resize currently only does RGBA8888 */
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@@ -239,32 +256,6 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
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zoomSurface(img, m_iImageWidth, m_iImageHeight );
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}
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if( m_ActualID.bDither )
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{
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/* Dither down to the destination format. */
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[pixfmt].bpp,
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PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
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PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
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SM_SDL_OrderedDither(img, dst);
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SDL_FreeSurface(img);
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img = dst;
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}
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/* Convert the data to the destination format. Hmm. We could just
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* convert the format, leaving the resolution alone (simplifying
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* ConvertSDLSurface), and then load the texture a little more
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* intelligently. If we do that with OpenGL, is the rest
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* of the texture (that we didn't fill) guaranteed to be black?
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* We don't want anything else to be linearly filtered in on the
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* edge of the texture ...
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*/
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/* We could check to see if we happen to simply be in a reversed
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* pixel order, and tell OpenGL to do the switch for us. */
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ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[pixfmt].bpp,
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PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
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PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
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return img;
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}
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@@ -278,28 +269,114 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
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* Dither forces dithering when loading 16-bit textures.
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* Stretch forces the loaded image to fill the texture completely.
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*/
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void RageBitmapTexture::Create()
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{
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int pixfmt;
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SDL_Surface *img = CreateImg(pixfmt);
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/* This will be set to the pixfmt we should use if we use an RGBA texture. */
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int desired_rgba_pixfmt;
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SDL_Surface *img = CreateImg(desired_rgba_pixfmt);
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if(!m_uGLTextureID)
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glGenTextures(1, &m_uGLTextureID);
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DISPLAY->SetTexture(this);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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/* Here's a trick for loading a texture that doesn't necessarily have power-of-two
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* dimensions into a texture, without wasting time converting it: */
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glTexImage2D(GL_TEXTURE_2D, 0, PixFmtMasks[pixfmt].internalfmt, power_of_two(img->w), power_of_two(img->h), 0,
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GL_RGBA, PixFmtMasks[pixfmt].type, NULL);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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img->w, img->h, GL_RGBA, PixFmtMasks[pixfmt].type, img->pixels);
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int pixfmt = desired_rgba_pixfmt;
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/* XXX this needs to be a hint */
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Uint8 AlphaR=0, AlphaG=0, AlphaB=0;
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SetAlphaRGB(img, AlphaR, AlphaG, AlphaB);
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if(img->format->BitsPerPixel == 8 && DISPLAY->GetSpecs().EXT_paletted_texture)
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{
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/* The image is currently paletted. Let's try to set up a paletted texture. */
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GLubyte palette[256*4];
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memset(palette, 0, sizeof(palette));
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int p = 0;
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/* Copy the palette to the simple, unpacked data OGL expects. If
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* we're color keyed, change it over as we go. */
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for(int i = 0; i < img->format->palette->ncolors; ++i)
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{
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palette[p++] = img->format->palette->colors[i].r;
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palette[p++] = img->format->palette->colors[i].g;
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palette[p++] = img->format->palette->colors[i].b;
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if(img->flags & SDL_SRCCOLORKEY && i == int(img->format->colorkey))
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palette[p++] = 0;
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else
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palette[p++] = 0xFF; /* opaque */
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}
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/* Set the palette. */
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glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, 256, GL_RGBA, GL_UNSIGNED_BYTE, palette);
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int RealFormat = 0;
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glGetColorTableParameterivEXT(GL_TEXTURE_2D, GL_COLOR_TABLE_FORMAT_EXT, &RealFormat);
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if(RealFormat == GL_RGBA8)
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{
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/* Good, the color table is what we asked for. Use a paletted texture format. */
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pixfmt = FMT_PAL;
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} else {
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/* This is another case I don't expect to happen; if it does, log,
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* turn off PT's permanently and continue as an RGBA texture. */
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LOG->Info("Expected an RGBA8 palette, got %i instead; disabling paletted textures", RealFormat);
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DISPLAY->DisablePalettedTexture();
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}
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}
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retry:
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if(pixfmt != FMT_PAL)
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{
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/* It's either not a paletted image, or we can't handle paletted images.
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* Convert to the desired RGBA format, dithering if appropriate. */
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/* Never dither when the target is 32bpp; there's no point. */
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if( PixFmtMasks[pixfmt].bpp == 32)
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m_ActualID.bDither = false;
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if( m_ActualID.bDither )
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{
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/* Dither down to the destination format. */
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SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[pixfmt].bpp,
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PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
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PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
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SM_SDL_OrderedDither(img, dst);
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SDL_FreeSurface(img);
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img = dst;
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}
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}
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/* Convert the data to the destination format if it's not in it already. */
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ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, PixFmtMasks[pixfmt].bpp,
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PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
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PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
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glTexImage2D(GL_TEXTURE_2D, 0, PixFmtMasks[pixfmt].internalfmt,
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m_iTextureWidth, m_iTextureHeight, 0,
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PixFmtMasks[pixfmt].format, PixFmtMasks[pixfmt].type, img->pixels);
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/* If we're paletted, and didn't get the 8-bit palette we asked for ...*/
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if(img->format->BitsPerPixel == 8)
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{
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int size;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INDEX_SIZE_EXT, &size);
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if(size != 8)
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{
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/* I don't know any reason this should actually fail (paletted textures
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* but no support for 8-bit palettes?), so let's just disable paletted
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* textures the first time this happens. */
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LOG->Info("Expected an 8-bit palette, got a %i-bit one instead; disabling paletted textures", size);
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DISPLAY->DisablePalettedTexture();
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pixfmt = desired_rgba_pixfmt;
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goto retry;
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}
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glFlush();
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