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togles: use sampler objects by default
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1aa326b7f2
commit
50ff9922a6
@ -320,6 +320,18 @@ FORCEINLINE_PIXEL void CPixelWriter::SetPixelMemory( ImageFormat format, void* p
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m_BMask = 0x00;
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m_AMask = 0x00;
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break;
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case IMAGE_FORMAT_RGB888:
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m_Size = 3;
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m_RShift = 0;
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m_GShift = 8;
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m_BShift = 16;
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m_AShift = 0;
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m_RMask = 0xFF;
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m_GMask = 0xFF;
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m_BMask = 0xFF;
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m_AMask = 0x0;
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break;
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// FIXME: Add more color formats as need arises
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default:
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{
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@ -3649,9 +3649,9 @@ void CGLMTex::WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice, bool noDa
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Assert( writeWholeSlice ); //subimage not implemented in this path yet
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// compressed path
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// http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage2D.xml
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/* if( gGL->m_bHave_GL_EXT_texture_compression_dxt1 )
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if( gGL->m_bHave_GL_EXT_texture_compression_dxt1 )
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gGL->glCompressedTexImage2D( target, desc->m_req.m_mip, intformat, slice->m_xSize, slice->m_ySize, 0, slice->m_storageSize, sliceAddress );
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else*/
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else
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CompressedTexImage2D( target, desc->m_req.m_mip, intformat, slice->m_xSize, slice->m_ySize, 0, slice->m_storageSize, sliceAddress );
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}
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else
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@ -2359,22 +2359,9 @@ static uint gPersistentBufferSize[kGLMNumBufferTypes] =
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GLMContext::GLMContext( IDirect3DDevice9 *pDevice, GLMDisplayParams *params )
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{
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// m_bUseSamplerObjects = true;
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//
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// // On most AMD drivers (like the current latest, 12.10 Windows), the PCF depth comparison mode doesn't work on sampler objects, so just punt them.
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// if ( gGL->m_nDriverProvider == cGLDriverProviderAMD )
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// {
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// m_bUseSamplerObjects = false;
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// }
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// if ( CommandLine()->CheckParm( "-gl_disablesamplerobjects" ) )
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// {
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// Disable sampler object usage for now since ScaleForm isn't aware of them
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// and doesn't know how to push/pop their binding state. It seems we don't
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// really use them in this codebase anyhow, except to preload textures.
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m_bUseSamplerObjects = false;
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if ( CommandLine()->CheckParm( "-gl_enablesamplerobjects" ) )
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m_bUseSamplerObjects = true;
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m_bUseSamplerObjects = true;
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if ( CommandLine()->CheckParm( "-gl_disablesamplerobjects" ) )
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m_bUseSamplerObjects = false;
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// Try to get some more free memory by relying on driver host copies instead of ours.
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// In some cases the driver will be able to discard their own host copy and rely on GPU
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