Only use power of 2 textures when needed, Vocaluxe now uses about 100MB less RAM on startup. Please test on a Intel Graphics device!
This commit is contained in:
1 parent
ce953d4ad4
commit
1844316ac7
1 file changed
+27
-14
@@ -55,6 +55,8 @@ namespace Vocaluxe.Lib.Draw
|
||||
private Queue<Texture> _VerticesTextures;
|
||||
private Queue<Matrix> _VerticesRotationMatrices;
|
||||
|
||||
private bool _NonPowerOf2TextureSupported;
|
||||
|
||||
#endregion private vars
|
||||
|
||||
/// <summary>
|
||||
@@ -182,6 +184,13 @@ namespace Vocaluxe.Lib.Draw
|
||||
flags = CreateFlags.HardwareVertexProcessing;
|
||||
else
|
||||
flags = CreateFlags.SoftwareVertexProcessing;
|
||||
|
||||
//Check if Pow2 textures are needed
|
||||
if ((caps.TextureCaps & TextureCaps.Pow2) != 0)
|
||||
_NonPowerOf2TextureSupported = false;
|
||||
else
|
||||
_NonPowerOf2TextureSupported = true;
|
||||
|
||||
try
|
||||
{
|
||||
_Device = new Device(_D3D, _D3D.Adapters.DefaultAdapter.Adapter, DeviceType.Hardware, Handle, flags, _PresentParameters);
|
||||
@@ -731,8 +740,8 @@ namespace Vocaluxe.Lib.Draw
|
||||
texture.rect = new SRectF(0f, 0f, texture.width, texture.height, 0f);
|
||||
texture.width = w;
|
||||
texture.height = h;
|
||||
texture.w2 = NextPowerOfTwo(texture.width);
|
||||
texture.h2 = NextPowerOfTwo(texture.height);
|
||||
texture.w2 = CheckForNextPowerOf2(texture.width);
|
||||
texture.h2 = CheckForNextPowerOf2(texture.height);
|
||||
texture.index = _IDs.Dequeue();
|
||||
|
||||
lock (MutexTexture)
|
||||
@@ -932,8 +941,8 @@ namespace Vocaluxe.Lib.Draw
|
||||
texture.height = h;
|
||||
|
||||
//Older graphics card can only handle textures with sizes being powers of two
|
||||
texture.w2 = (float)NextPowerOfTwo(w);
|
||||
texture.h2 = (float)NextPowerOfTwo(h);
|
||||
texture.w2 = (float)CheckForNextPowerOf2(w);
|
||||
texture.h2 = (float)CheckForNextPowerOf2(h);
|
||||
|
||||
//Create a new Bitmap with the new sizes
|
||||
Bitmap bmp2 = new Bitmap((int)texture.w2, (int)texture.h2);
|
||||
@@ -1027,8 +1036,8 @@ namespace Vocaluxe.Lib.Draw
|
||||
STexture texture = new STexture(-1);
|
||||
texture.width = W;
|
||||
texture.height = H;
|
||||
texture.w2 = NextPowerOfTwo(texture.width);
|
||||
texture.h2 = NextPowerOfTwo(texture.height);
|
||||
texture.w2 = CheckForNextPowerOf2(texture.width);
|
||||
texture.h2 = CheckForNextPowerOf2(texture.height);
|
||||
texture.width_ratio = texture.width / texture.w2;
|
||||
texture.height_ratio = texture.height / texture.h2;
|
||||
|
||||
@@ -1092,8 +1101,8 @@ namespace Vocaluxe.Lib.Draw
|
||||
}
|
||||
_D3DTextures[Texture.index].UnlockRectangle(0);
|
||||
|
||||
Texture.height_ratio = Texture.height / NextPowerOfTwo(Texture.height);
|
||||
Texture.width_ratio = Texture.width / NextPowerOfTwo(Texture.width);
|
||||
Texture.height_ratio = Texture.height / CheckForNextPowerOf2(Texture.height);
|
||||
Texture.width_ratio = Texture.width / CheckForNextPowerOf2(Texture.width);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
@@ -1430,8 +1439,8 @@ namespace Vocaluxe.Lib.Draw
|
||||
|
||||
texture.width = q.width;
|
||||
texture.height = q.height;
|
||||
texture.w2 = NextPowerOfTwo(texture.width);
|
||||
texture.h2 = NextPowerOfTwo(texture.height);
|
||||
texture.w2 = CheckForNextPowerOf2(texture.width);
|
||||
texture.h2 = CheckForNextPowerOf2(texture.height);
|
||||
|
||||
texture.width_ratio = texture.width / texture.w2;
|
||||
texture.height_ratio = texture.height / texture.h2;
|
||||
@@ -1471,14 +1480,18 @@ namespace Vocaluxe.Lib.Draw
|
||||
|
||||
#region utility
|
||||
/// <summary>
|
||||
/// Calculates the next power of two
|
||||
/// Calculates the next power of two if the device has the POW2 flag set
|
||||
/// </summary>
|
||||
/// <param name="n">The value of which the next power of two will be calculated</param>
|
||||
/// <returns>The next power of two</returns>
|
||||
private static float NextPowerOfTwo(float n)
|
||||
private float CheckForNextPowerOf2(float n)
|
||||
{
|
||||
if (n < 0) throw new ArgumentOutOfRangeException("n", "Must be positive.");
|
||||
return (float)System.Math.Pow(2, System.Math.Ceiling(System.Math.Log((double)n, 2)));
|
||||
if (!_NonPowerOf2TextureSupported)
|
||||
{
|
||||
if (n < 0) throw new ArgumentOutOfRangeException("n", "Must be positive.");
|
||||
return (float)System.Math.Pow(2, System.Math.Ceiling(System.Math.Log((double)n, 2)));
|
||||
}
|
||||
else return n;
|
||||
}
|
||||
|
||||
private Matrix CalculateRotationMatrix(float rot, float rx1, float rx2, float ry1, float ry2)
|
||||
|
||||
Reference in new issue
Block a user