mirror of
https://github.com/Patoke/4JLibs.git
synced 2026-06-19 19:31:59 +00:00
feat: new file structure, easier to implement as a submodule within existing projects
This commit is contained in:
333
impls/Windows_Libs/Render/src/RendererTexture.cpp
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333
impls/Windows_Libs/Render/src/RendererTexture.cpp
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/*
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MIT License
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Copyright (c) 2026 Patoke
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "stdafx.h"
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#include "Renderer.h"
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#include "libpng/png.h"
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unsigned char* dataStart;
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unsigned char *dataCurr;
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unsigned char *dataEnd;
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DXGI_FORMAT Renderer::textureFormats[] = {
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DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_UNKNOWN
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};
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// these are here because they are used before they are defined
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// its fine like that and the order of everything matches ida so we have to put these here
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void user_flush_data(png_struct_def *png_ptr);
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void user_write_data(png_struct_def *png_ptr, unsigned char *src, size_t length);
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HRESULT Renderer::LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
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{
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PROFILER_SCOPE("Renderer::LoadTextureData_Memory", "LoadTextureData_Memory", MP_PURPLE4);
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png_image image;
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memset(&image, 0, sizeof(image));
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image.version = PNG_IMAGE_VERSION;
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png_image_begin_read_from_memory(&image, pbData, dwBytes);
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if (PNG_IMAGE_FAILED(image))
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return E_FAIL;
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image.format = PNG_FORMAT_BGRA;
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*ppDataOut = new int[image.width * image.height];
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if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, NULL, NULL))
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return E_FAIL;
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pSrcInfo->Width = image.width;
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pSrcInfo->Height = image.height;
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return S_OK;
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}
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HRESULT Renderer::LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
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{
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PROFILER_SCOPE("Renderer::LoadTextureData_File", "LoadTextureData_File", MP_PURPLE4);
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png_image image;
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memset(&image, 0, sizeof(image));
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image.version = PNG_IMAGE_VERSION;
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png_image_begin_read_from_file(&image, szFilename);
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if (PNG_IMAGE_FAILED(image))
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return E_FAIL;
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image.format = PNG_FORMAT_BGRA;
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*ppDataOut = new int[image.width * image.height];
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if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, NULL, NULL))
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return E_FAIL;
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pSrcInfo->Width = image.width;
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pSrcInfo->Height = image.height;
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return S_OK;
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}
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HRESULT Renderer::SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut)
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{
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PROFILER_SCOPE("Renderer::SaveTextureData", "SaveTextureData", MP_PURPLE4);
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png_image image;
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memset(&image, 0, sizeof(image));
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image.width = pSrcInfo->Width;
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image.height = pSrcInfo->Height;
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image.version = PNG_IMAGE_VERSION;
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image.format = PNG_FORMAT_RGBA;
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png_image_write_to_file(&image, szFilename, NULL, ppDataOut, NULL, NULL);
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return S_OK;
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}
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HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn)
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{
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PROFILER_SCOPE("Renderer::SaveTextureDataToMemory", "SaveTextureDataToMemory", MP_PURPLE4);
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png_image image;
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memset(&image, 0, sizeof(image));
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image.width = width;
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image.height = height;
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dataEnd = (BYTE *)pOutput + outputCapacity;
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image.version = PNG_IMAGE_VERSION;
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image.format = PNG_FORMAT_RGBA;
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dataStart = (BYTE*)pOutput;
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dataCurr = (BYTE*)pOutput;
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png_image_write_to_stdio(&image, NULL, NULL, ppDataIn, NULL, NULL, user_write_data, user_flush_data);
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*outputLength = (int)(dataCurr - dataStart);
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return S_OK;
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}
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void Renderer::TextureBind(int idx)
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{
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PROFILER_SCOPE("Renderer::TextureBind", "TextureBind", MP_PURPLE4);
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if (idx == -1)
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idx = defaultTextureIndex;
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Context& c = getContext();
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if (c.commandBuffer && c.commandBuffer->isActive)
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c.commandBuffer->BindTexture(idx);
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c.textureIdx = idx;
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c.m_pDeviceContext->PSSetShaderResources(0, 1, &m_textures[idx].view);
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UpdateTextureState(false);
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}
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void Renderer::TextureBindVertex(int idx)
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{
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PROFILER_SCOPE("Renderer::TextureBindVertex", "TextureBindVertex", MP_PURPLE4);
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if (idx == -1)
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idx = defaultTextureIndex;
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Context& c = getContext();
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c.textureIdx = idx;
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c.m_pDeviceContext->VSSetShaderResources(0, 1, &m_textures[idx].view);
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UpdateTextureState(true);
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}
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int Renderer::TextureCreate()
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{
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PROFILER_SCOPE("Renderer::TextureCreate", "TextureCreate", MP_PURPLE4);
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for (int i = 0; i < MAX_TEXTURES; i++)
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{
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if (!m_textures[i].allocated)
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{
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m_textures[i].texture = NULL;
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m_textures[i].allocated = true;
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m_textures[i].mipLevels = 1;
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m_textures[i].samplerParams = 0;
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return i;
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}
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}
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return -1;
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}
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void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format)
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{
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PROFILER_SCOPE("Renderer::TextureData", "TextureData", MP_PURPLE4);
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Context& c = getContext();
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int idx = c.textureIdx;
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m_textures[idx].textureFormat = format;
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if (level == 0)
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{
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = m_textures[idx].mipLevels;
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desc.ArraySize = 1;
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desc.Format = textureFormats[format];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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m_pDevice->CreateTexture2D(&desc, NULL, &m_textures[idx].texture);
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m_pDevice->CreateShaderResourceView(m_textures[idx].texture, NULL, &m_textures[idx].view);
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}
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c.m_pDeviceContext->UpdateSubresource(
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m_textures[idx].texture,
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level,
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NULL,
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data,
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static_cast<UINT>(width * 4),
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static_cast<UINT>(width * height * 4)
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);
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}
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void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level)
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{
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PROFILER_SCOPE("Renderer::TextureDataUpdate", "TextureDataUpdate", MP_PURPLE4);
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Context& c = getContext();
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int idx = c.textureIdx;
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D3D11_TEXTURE2D_DESC desc = {};
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m_textures[idx].texture->GetDesc(&desc);
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D3D11_BOX box = {};
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box.left = xoffset;
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box.top = yoffset;
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box.right = xoffset + width;
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box.bottom = yoffset + height;
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box.front = 0;
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box.back = 1;
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c.m_pDeviceContext->UpdateSubresource(
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m_textures[idx].texture,
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level,
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&box,
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data,
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static_cast<UINT>(width * 4),
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static_cast<UINT>(width * height * 4)
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);
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}
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void Renderer::TextureDynamicUpdateEnd() {}
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void Renderer::TextureDynamicUpdateStart() {}
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void Renderer::TextureFree(int idx)
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{
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PROFILER_SCOPE("Renderer::TextureFree", "TextureFree", MP_PURPLE4);
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m_textures[idx].texture->Release();
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m_textures[idx].view->Release();
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m_textures[idx].view = NULL;
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m_textures[idx].allocated = false;
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m_textures[idx].texture = NULL;
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}
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void Renderer::TextureGetStats() {}
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ID3D11ShaderResourceView* Renderer::TextureGetTexture(int idx)
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{
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if (idx < MAX_TEXTURES) {
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if (m_textures[idx].allocated) return m_textures[idx].view;
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}
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return NULL;
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}
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int Renderer::TextureGetTextureLevels()
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{
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Context& c = getContext();
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return m_textures[c.textureIdx].mipLevels;
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}
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void Renderer::TextureSetParam(int param, int value)
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{
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Context& c = getContext();
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int idx = c.textureIdx;
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switch (param)
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{
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case GL_TEXTURE_MIN_FILTER:
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m_textures[idx].samplerParams &= ~4u;
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if (value == GL_LINEAR)
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m_textures[idx].samplerParams |= 4u;
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break;
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case GL_TEXTURE_MAG_FILTER:
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m_textures[idx].samplerParams &= ~8u;
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if (value == GL_LINEAR)
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m_textures[idx].samplerParams |= 8u;
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break;
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case GL_TEXTURE_WRAP_S:
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m_textures[idx].samplerParams &= ~1u;
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if (value == GL_CLAMP)
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m_textures[idx].samplerParams |= 1u;
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break;
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case GL_TEXTURE_WRAP_T:
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m_textures[idx].samplerParams &= ~2u;
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if (value == GL_CLAMP)
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m_textures[idx].samplerParams |= 2u;
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break;
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}
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}
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void Renderer::TextureSetTextureLevels(int levels)
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{
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Context& c = getContext();
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m_textures[c.textureIdx].mipLevels = levels;
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}
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void Renderer::UpdateTextureState(bool bVertex)
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{
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Context& c = getContext();
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ID3D11SamplerState* pSampler = GetManagedSamplerState();
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if (bVertex)
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c.m_pDeviceContext->VSSetSamplers(0, 1, &pSampler);
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else
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c.m_pDeviceContext->PSSetSamplers(0, 1, &pSampler);
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}
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void user_flush_data(png_struct_def* png_ptr) {}
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void user_write_data(png_struct_def* png_ptr, unsigned char* src, size_t length)
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{
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int bytesToWrite = static_cast<int>(dataEnd - dataCurr);
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if (static_cast<int>(length) < bytesToWrite)
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bytesToWrite = (int)length;
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std::memcpy(dataCurr, src, bytesToWrite);
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dataCurr += bytesToWrite;
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}
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int user_write_data_bytes_written()
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{
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return static_cast<int>(dataCurr - dataStart);
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}
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void user_write_data_init(unsigned char* pBuffer, int size)
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{
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dataStart = pBuffer;
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dataCurr = pBuffer;
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dataEnd = pBuffer + size;
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}
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