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https://github.com/libsdl-org/SDL.git
synced 2025-10-07 10:26:27 +00:00
Added support for linear and pixel art scaling for palettized textures
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@@ -70,10 +70,12 @@ static const float TONEMAP_CHROME = 2;
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//static const float TEXTURETYPE_NONE = 0;
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static const float TEXTURETYPE_RGB = 1;
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static const float TEXTURETYPE_RGB_PIXELART = 2;
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static const float TEXTURETYPE_PALETTE = 3;
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static const float TEXTURETYPE_NV12 = 4;
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static const float TEXTURETYPE_NV21 = 5;
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static const float TEXTURETYPE_YUV = 6;
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static const float TEXTURETYPE_PALETTE_NEAREST = 3;
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static const float TEXTURETYPE_PALETTE_LINEAR = 4;
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static const float TEXTURETYPE_PALETTE_PIXELART = 5;
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static const float TEXTURETYPE_NV12 = 6;
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static const float TEXTURETYPE_NV21 = 7;
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static const float TEXTURETYPE_YUV = 8;
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static const float INPUTTYPE_UNSPECIFIED = 0;
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static const float INPUTTYPE_SRGB = 1;
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@@ -2599,8 +2601,20 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
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switch (texture->format) {
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case SDL_PIXELFORMAT_INDEX8:
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constants->texture_type = TEXTURETYPE_PALETTE;
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constants->input_type = INPUTTYPE_UNSPECIFIED;
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switch (cmd->data.draw.texture_scale_mode) {
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case SDL_SCALEMODE_NEAREST:
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constants->texture_type = TEXTURETYPE_PALETTE_NEAREST;
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break;
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case SDL_SCALEMODE_LINEAR:
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constants->texture_type = TEXTURETYPE_PALETTE_LINEAR;
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break;
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case SDL_SCALEMODE_PIXELART:
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constants->texture_type = TEXTURETYPE_PALETTE_PIXELART;
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break;
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default:
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SDL_assert(!"Unknown scale mode");
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break;
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}
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break;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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@@ -2622,10 +2636,6 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
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default:
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if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
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constants->texture_type = TEXTURETYPE_RGB_PIXELART;
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constants->texture_width = texture->w;
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constants->texture_height = texture->h;
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constants->texel_width = 1.0f / constants->texture_width;
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constants->texel_height = 1.0f / constants->texture_height;
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} else {
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constants->texture_type = TEXTURETYPE_RGB;
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}
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@@ -2640,6 +2650,15 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
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break;
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}
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if (constants->texture_type == TEXTURETYPE_PALETTE_LINEAR ||
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constants->texture_type == TEXTURETYPE_PALETTE_PIXELART ||
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constants->texture_type == TEXTURETYPE_RGB_PIXELART) {
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constants->texture_width = texture->w;
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constants->texture_height = texture->h;
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constants->texel_width = 1.0f / constants->texture_width;
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constants->texel_height = 1.0f / constants->texture_height;
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}
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constants->sdr_white_point = texture->SDR_white_point;
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if (renderer->target) {
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@@ -2848,7 +2867,7 @@ static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
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return true;
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}
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static D3D12_CPU_DESCRIPTOR_HANDLE *D3D12_GetSamplerState(D3D12_RenderData *data, SDL_ScaleMode scale_mode, SDL_TextureAddressMode address_u, SDL_TextureAddressMode address_v)
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static D3D12_CPU_DESCRIPTOR_HANDLE *D3D12_GetSamplerState(D3D12_RenderData *data, SDL_PixelFormat format, SDL_ScaleMode scale_mode, SDL_TextureAddressMode address_u, SDL_TextureAddressMode address_v)
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{
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Uint32 key = RENDER_SAMPLER_HASHKEY(scale_mode, address_u, address_v);
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SDL_assert(key < SDL_arraysize(data->samplers));
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@@ -2867,7 +2886,12 @@ static D3D12_CPU_DESCRIPTOR_HANDLE *D3D12_GetSamplerState(D3D12_RenderData *data
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break;
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case SDL_SCALEMODE_PIXELART: // Uses linear sampling
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case SDL_SCALEMODE_LINEAR:
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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if (format == SDL_PIXELFORMAT_INDEX8) {
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// We'll do linear sampling in the shader
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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} else {
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samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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}
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break;
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default:
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SDL_SetError("Unknown scale mode: %d", scale_mode);
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@@ -2923,7 +2947,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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shaderResources[numShaderResources++] = textureData->mainTextureResourceView;
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textureSampler = D3D12_GetSamplerState(rendererData, cmd->data.draw.texture_scale_mode, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v);
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textureSampler = D3D12_GetSamplerState(rendererData, texture->format, cmd->data.draw.texture_scale_mode, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v);
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if (!textureSampler) {
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return false;
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}
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@@ -2936,7 +2960,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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palette->resourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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shaderResources[numShaderResources++] = palette->resourceView;
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textureSampler = D3D12_GetSamplerState(rendererData, SDL_SCALEMODE_NEAREST, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
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textureSampler = D3D12_GetSamplerState(rendererData, SDL_PIXELFORMAT_UNKNOWN, SDL_SCALEMODE_NEAREST, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
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if (!textureSampler) {
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return false;
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}
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