mirror of
https://gitlab.com/shinovon/re3-symbian.git
synced 2026-05-23 01:57:21 +03:00
Now the TXD.img file is being created correctly, and the textures are reduced to half their size, saving a lot of memory and making the game run more smoothly. The game no longer crashes and it looks very good. That said, I still couldn’t increase the frame rate—it stays between 8 and 15 FPS, but usually runs around 8
This commit is contained in:
parent
39c75bb8c5
commit
6d9929b7ce
4 changed files with 189 additions and 107 deletions
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@ -270,7 +270,7 @@ CStreaming::Init2(void)
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void
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CStreaming::Init(void)
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{
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/*#ifdef USE_TXD_CDIMAGE
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#ifdef USE_TXD_CDIMAGE
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int txdHandle = CFileMgr::OpenFile("MODELS\\TXD.IMG", "r");
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if (txdHandle)
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CFileMgr::CloseFile(txdHandle);
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@ -285,9 +285,9 @@ CStreaming::Init(void)
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CStreaming::Init2();
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}
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}
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#else*/
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#else
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CStreaming::Init2();
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//#endif
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#endif
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}
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void
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@ -93,36 +93,106 @@ static int clamp(int size, int targetSize)
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return size;
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}
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static void downscaleTexture(RwTexture *texture)
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{
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RwRaster *oldRaster = RwTextureGetRaster(texture);
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if (oldRaster == nil)
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return;
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void debugRaster(RwRaster *r){
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if(!r){
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debug("Raster NULL");
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return;
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}
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extern bool moreVram;
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int targetSize = moreVram ? 64 : 32;
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debug("Raster: %dx%d | depth: %d | format: 0x%X | stride: %d | platform: %d | pixels: %p",
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r->width,
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r->height,
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r->depth,
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r->format,
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r->stride,
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r->platform,
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r->pixels);
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}
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int oldWidth = RwRasterGetWidth(oldRaster);
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int oldHeight = RwRasterGetHeight(oldRaster);
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if (oldWidth <= targetSize && oldHeight <= targetSize) return;
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static void downscaleTexture(RwTexture *texture){
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#ifdef RW_GLES1
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if(texture == nil)
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return;
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int newWidth = clamp(oldWidth, targetSize);
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int newHeight = clamp(oldHeight, targetSize);
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if (newWidth == oldWidth && newHeight == oldHeight) return;
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RwRaster *oldRaster = RwTextureGetRaster(texture);
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if(oldRaster == nil)
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return;
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RwImage *image = oldRaster->toImage();
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if (image == nil) return;
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int oldWidth = RwRasterGetWidth(oldRaster);
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int oldHeight = RwRasterGetHeight(oldRaster);
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RwImage *resized = resizeImage(image, newWidth, newHeight);
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RwImageDestroy(image);
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if (resized == nil) return;
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// dividir a la mitad, mínimo 16x16
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int newWidth = oldWidth > 16 ? oldWidth / 2 : oldWidth;
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int newHeight = oldHeight > 16 ? oldHeight / 2 : oldHeight;
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RwRaster *newRaster = rw::Raster::createFromImage(resized);
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RwImageDestroy(resized);
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if (newRaster == nil) return;
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// si ya es suficientemente chica, no hacer nada
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if(newWidth == oldWidth && newHeight == oldHeight)
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return;
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RwTextureSetRaster(texture, newRaster);
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RwRasterDestroy(oldRaster);
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// toImage() funciona porque el backingStore está populado
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RwImage *image = oldRaster->toImage();
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if(image == nil){
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debug("downscaleTexture: toImage FAILED for %dx%d", oldWidth, oldHeight);
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return;
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}
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RwImage *resized = resizeImage(image, newWidth, newHeight);
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RwImageDestroy(image);
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if(resized == nil){
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debug("downscaleTexture: resizeImage FAILED");
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return;
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}
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// crear nuevo raster en formato compatible con GLES1
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int32 w, h, d, f;
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rw::Raster::imageFindRasterFormat(resized, rw::Raster::TEXTURE, &w, &h, &d, &f);
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RwRaster *newRaster = rw::Raster::create(w, h, d, f | rw::Raster::TEXTURE, rw::PLATFORM_GLES1);
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if(newRaster == nil){
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debug("downscaleTexture: raster create FAILED");
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RwImageDestroy(resized);
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return;
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}
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if(newRaster->setFromImage(resized) == nil){
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debug("downscaleTexture: setFromImage FAILED");
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RwRasterDestroy(newRaster);
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RwImageDestroy(resized);
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return;
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}
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RwImageDestroy(resized);
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RwTextureSetRaster(texture, newRaster);
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RwRasterDestroy(oldRaster);
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#else
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RwRaster *oldRaster = RwTextureGetRaster(texture);
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if (oldRaster == nil)
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return;
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extern bool moreVram;
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int targetSize = moreVram ? 64 : 32;
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int oldWidth = RwRasterGetWidth(oldRaster);
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int oldHeight = RwRasterGetHeight(oldRaster);
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if (oldWidth <= targetSize && oldHeight <= targetSize) return;
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int newWidth = clamp(oldWidth, targetSize);
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int newHeight = clamp(oldHeight, targetSize);
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if (newWidth == oldWidth && newHeight == oldHeight) return;
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RwImage *image = oldRaster->toImage();
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if (image == nil) return;
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RwImage *resized = resizeImage(image, newWidth, newHeight);
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RwImageDestroy(image);
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if (resized == nil) return;
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RwRaster *newRaster = rw::Raster::createFromImage(resized);
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RwImageDestroy(resized);
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if (newRaster == nil) return;
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RwTextureSetRaster(texture, newRaster);
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RwRasterDestroy(oldRaster);
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#endif
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}
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#endif
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4
vendor/librw/src/gles1/gl1device.cpp
vendored
4
vendor/librw/src/gles1/gl1device.cpp
vendored
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@ -308,9 +308,7 @@ flushGlRenderState(void)
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void
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setAlphaBlend(bool32 enable)
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{
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void setAlphaBlend(bool32 enable){
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if(rwStateCache.blendEnable != enable){
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rwStateCache.blendEnable = enable;
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setGlRenderState(RWGL_BLEND, enable);
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162
vendor/librw/src/gles1/gl1raster.cpp
vendored
162
vendor/librw/src/gles1/gl1raster.cpp
vendored
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@ -416,86 +416,96 @@ rasterLock(Raster *raster, int32 level, int32 lockMode)
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#endif
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}
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void
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rasterUnlock(Raster *raster, int32 level)
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{
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void rasterUnlock(Raster *raster, int32 level){
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#ifdef RW_GLES1
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Gl1Raster *natras = GETGL1RASTEREXT(raster);
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Gl1Raster *natras = GETGL1RASTEREXT(raster);
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assert(raster->pixels);
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assert(raster->pixels);
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switch(raster->type){
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case Raster::NORMAL:
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case Raster::TEXTURE:
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case Raster::CAMERATEXTURE:
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if(raster->privateFlags & Raster::LOCKWRITE){
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if (level != 0) break;
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uint32 prev = bindTexture(natras->texid);
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if(natras->isCompressed){
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glCompressedTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
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raster->width, raster->height, 0,
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getLevelSize(raster, level),
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raster->pixels);
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}else{
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int stride = raster->width * natras->bpp;
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uint8_t* tmp = (uint8_t*)malloc(stride);
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for (int y = 0; y < raster->height / 2; y++) {
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uint8_t* a = (uint8_t*)raster->pixels + y * stride;
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uint8_t* b = (uint8_t*)raster->pixels + (raster->height - 1 - y) * stride;
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switch(raster->type){
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case Raster::NORMAL:
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case Raster::TEXTURE:
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case Raster::CAMERATEXTURE:
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if(raster->privateFlags & Raster::LOCKWRITE){
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if(level != 0) break;
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memcpy(tmp, a, stride);
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memcpy(a, b, stride);
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memcpy(b, tmp, stride);
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}
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free(tmp);
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// === GUARDAR EN BACKING STORE ANTES DE SUBIR A GPU ===
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if(natras->backingStore == nil){
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int numLevels = natras->numLevels;
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// RasterLevels tiene: int numlevels; struct { uint32 size; uint8 *data; } levels[];
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natras->backingStore = (RasterLevels*)malloc(
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sizeof(RasterLevels) + sizeof(natras->backingStore->levels[0]) * numLevels);
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natras->backingStore->numlevels = numLevels;
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for(int i = 0; i < numLevels; i++){
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uint32 sz = getLevelSize(raster, i);
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natras->backingStore->levels[i].size = sz;
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natras->backingStore->levels[i].data = (uint8*)malloc(sz);
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memset(natras->backingStore->levels[i].data, 0, sz);
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}
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}
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// copiar píxeles actuales al backing store
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{
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uint32 sz = getLevelSize(raster, level);
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assert(level < natras->backingStore->numlevels);
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memcpy(natras->backingStore->levels[level].data, raster->pixels, sz);
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}
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// === FIN BACKING STORE ===
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if (raster->pixels != nil && natras->format == GL_RGBA && natras->type == GL_UNSIGNED_BYTE) {
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// convert to 16-bit
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uint16_t* pixels16 = (uint16_t*)malloc(raster->width * raster->height * sizeof(uint16_t));
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uint8_t* pixels8 = (uint8_t*)raster->pixels;
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uint32 prev = bindTexture(natras->texid);
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for (int i = 0; i < raster->width * raster->height; i++) {
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uint8_t r = pixels8[i * 4 + 0];
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uint8_t g = pixels8[i * 4 + 1];
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uint8_t b = pixels8[i * 4 + 2];
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uint8_t a = pixels8[i * 4 + 3];
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// flip vertical (igual que antes)
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{
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int stride = raster->width * natras->bpp;
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uint8_t *tmp = (uint8_t*)malloc(stride);
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for(int y = 0; y < raster->height / 2; y++){
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uint8_t *a = (uint8_t*)raster->pixels + y * stride;
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uint8_t *b = (uint8_t*)raster->pixels + (raster->height - 1 - y) * stride;
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memcpy(tmp, a, stride);
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memcpy(a, b, stride);
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memcpy(b, tmp, stride);
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}
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free(tmp);
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}
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pixels16[i] = ((r >> 4) << 12) | ((g >> 4) << 8) | ((b >> 4) << 4) | (a >> 4);
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}
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, raster->width, raster->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels16);
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free(pixels16);
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} else
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{
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// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
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raster->width, raster->height,
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0, natras->format, natras->type, raster->pixels);
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}
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}
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if(!natras->isCompressed){
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if(natras->format == GL_RGBA && natras->type == GL_UNSIGNED_BYTE){
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// convertir RGBA8888 → RGBA4444
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uint16_t *pixels16 = (uint16_t*)malloc(raster->width * raster->height * 2);
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uint8_t *pixels8 = (uint8_t*)raster->pixels;
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for(int i = 0; i < raster->width * raster->height; i++){
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uint8_t r = pixels8[i*4+0];
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uint8_t g = pixels8[i*4+1];
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uint8_t b = pixels8[i*4+2];
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uint8_t a = pixels8[i*4+3];
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pixels16[i] = ((r>>4)<<12)|((g>>4)<<8)|((b>>4)<<4)|(a>>4);
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}
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA,
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raster->width, raster->height, 0,
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GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pixels16);
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free(pixels16);
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} else {
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glTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
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raster->width, raster->height, 0,
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natras->format, natras->type, raster->pixels);
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}
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}
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if(natras->backingStore){
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assert(level < natras->backingStore->numlevels);
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memcpy(natras->backingStore->levels[level].data, raster->pixels,
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natras->backingStore->levels[level].size);
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}
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bindTexture(prev);
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}
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break;
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bindTexture(prev);
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}
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break;
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case Raster::CAMERA:
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break;
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}
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case Raster::CAMERA:
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// TODO: write?
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break;
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}
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rwFree(raster->pixels);
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raster->pixels = nil;
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rwFree(raster->pixels);
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raster->pixels = nil;
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#endif
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raster->width = raster->originalWidth;
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raster->height = raster->originalHeight;
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raster->stride = raster->originalStride;
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raster->pixels = raster->originalPixels;
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raster->privateFlags = 0;
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raster->width = raster->originalWidth;
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raster->height = raster->originalHeight;
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raster->stride = raster->originalStride;
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raster->pixels = raster->originalPixels;
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raster->privateFlags = 0;
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}
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int32
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@ -741,8 +751,8 @@ void evictRaster(Raster *raster);
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static void*
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destroyNativeRaster(void *object, int32 offset, int32)
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{
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Raster *raster = (Raster*)object;
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Gl1Raster *natras = PLUGINOFFSET(Gl1Raster, object, offset);
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Raster *raster = (Raster*)object;
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Gl1Raster *natras = PLUGINOFFSET(Gl1Raster, object, offset);
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#ifdef RW_GLES1
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evictRaster(raster);
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switch(raster->type){
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@ -769,10 +779,14 @@ destroyNativeRaster(void *object, int32 offset, int32)
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natras->texid = 0;
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natras->fbo = 0;
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free(natras->backingStore);
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if(natras->backingStore){
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for(int i = 0; i < natras->backingStore->numlevels; i++)
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free(natras->backingStore->levels[i].data);
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free(natras->backingStore);
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natras->backingStore = nil;
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}
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#endif
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return object;
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return object;
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}
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static void*
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