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remove d3dx dependency, severely improve memory usage if necessary (#19)
* basic tga/hdr image loading * bgr tga tex * convert to dds during loading doesn't work yet, fails to create textures from dds memory * remove ext member from TextureFileStruct * do not convert images, leads to weird loading problems... * use regex matching for tpf loading * convert non-RGBA images to RGBA * remove d3dx (mostly) * fix moving wrong image * move TextureFunction to module * move FileLoader to ModfileLoader module * move TextureClient to module * spaces * ifdef debug * 1.6.0 * compress images to dxt5 (bc3_unorm) to use less memory * remove unnecessary directxtex source code patch * don't move unnecessarily * only compress if mods in filesystem use up more than 400mb * use std::future to prepare to multithread image loading fails when using std::launch::async though, maybe something in the directxtex library is not thread safe * remove d3dx sdk from workflows * remove extern "C" * catch exception when saving texture * make loading async (call CoInitializeEx) * support DXGI_FORMAT_BC1_UNORM (DXT1) compressed textures without warning * don't warn for BC2 BC4 or BC5 either * update README.md
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@@ -1,4 +1,6 @@
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#include "Main.h"
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import TextureFunction;
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import TextureClient;
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HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::QueryInterface(REFIID riid, void** ppvObj)
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{
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@@ -257,8 +259,8 @@ HashType uMod_IDirect3DVolumeTexture9::GetHash() const
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}
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}
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const int size = (GetBitsFromFormat(desc.Format) * desc.Width * desc.Height * desc.Depth) / 8;
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const auto hash = GetCRC32(static_cast<char*>(d3dlr.pBits), size); //calculate the crc32 of the texture
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const int size = (TextureFunction::GetBitsFromFormat(desc.Format) * desc.Width * desc.Height * desc.Depth) / 8;
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const auto hash = TextureFunction::GetCRC32(static_cast<char*>(d3dlr.pBits), size); //calculate the crc32 of the texture
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// Only release surfaces after we're finished with d3dlr
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if (pResolvedSurface != nullptr) {
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