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@@ -1065,9 +1065,9 @@ CreateTexture(LPDIRECT3DDEVICE7 pd3dDevice, int cNumTexPixFmts, LPDDPIXELFORMAT
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#endif
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}
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- BOOL bShrinkOriginal;
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+ bool bShrinkOriginal;
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- bShrinkOriginal=FALSE;
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+ bShrinkOriginal=false;
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if((dwOrigWidth>devDesc.dwMaxTextureWidth)||(dwOrigHeight>devDesc.dwMaxTextureHeight)) {
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#ifdef _DEBUG
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dxgsg_cat.error() << "WARNING: " <<_tex->get_name() << ": Image size exceeds max texture dimensions of (" << devDesc.dwMaxTextureWidth << "," << devDesc.dwMaxTextureHeight << ") !!\n"
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@@ -1078,12 +1078,10 @@ CreateTexture(LPDIRECT3DDEVICE7 pd3dDevice, int cNumTexPixFmts, LPDDPIXELFORMAT
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ddsd.dwWidth=devDesc.dwMaxTextureWidth;
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if(dwOrigHeight>devDesc.dwMaxTextureHeight)
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ddsd.dwHeight=devDesc.dwMaxTextureHeight;
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- bShrinkOriginal=TRUE;
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+ bShrinkOriginal=true;
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}
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-#if 0
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- // checks for SQUARE reqmt
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- //riva128 seems to handle non-sq fine. is it wasting mem to do this? do I care or should I shrink to be sure we save mem?
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+ // checks for SQUARE reqmt (nvidia riva128 needs this)
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if((ddsd.dwWidth != ddsd.dwHeight) && (devDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY )) {
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// assume pow2 textures. sum exponents, divide by 2 rounding down to get sq size
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@@ -1091,14 +1089,12 @@ CreateTexture(LPDIRECT3DDEVICE7 pd3dDevice, int cNumTexPixFmts, LPDDPIXELFORMAT
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for(i=ddsd.dwWidth,width_exp=0;i>1;width_exp++,i>>=1);
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for(i=ddsd.dwHeight,height_exp=0;i>1;height_exp++,i>>=1);
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ddsd.dwHeight = ddsd.dwWidth = 1<<((width_exp+height_exp)>>1);
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- bShrinkOriginal=TRUE;
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+ bShrinkOriginal=true;
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#ifdef _DEBUG
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dxgsg_cat.debug() << "Scaling "<< _tex->get_name() << " ("<< dwOrigWidth<<"," <<dwOrigHeight << ") => ("<< ddsd.dwWidth<<"," << ddsd.dwHeight << ") to meet HW square texture reqmt\n";
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#endif
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-
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}
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-#endif
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if(bShrinkOriginal) {
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// need 2 add checks for errors
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