Only resize images in D3D when really needed
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66f294f5a0
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9c3f1d9ebd
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+18
-15
@@ -944,23 +944,27 @@ namespace Vocaluxe.Lib.Draw
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texture.w2 = (float)CheckForNextPowerOf2(w);
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texture.h2 = (float)CheckForNextPowerOf2(h);
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//Create a new Bitmap with the new sizes
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Bitmap bmp2 = new Bitmap((int)texture.w2, (int)texture.h2);
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//Scale the texture
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Graphics g = Graphics.FromImage(bmp2);
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g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
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g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
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g.DrawImage(bmp, new Rectangle(0, 0, bmp2.Width, bmp2.Height));
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g.Dispose();
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if (texture.w2 != bmp.Width || texture.h2 != bmp.Height)
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{
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//Create a new Bitmap with the new sizes
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Bitmap bmp2 = new Bitmap((int)texture.w2, (int)texture.h2);
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//Scale the texture
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Graphics g = Graphics.FromImage(bmp2);
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g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
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g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
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g.DrawImage(bmp, new Rectangle(0, 0, bmp2.Width, bmp2.Height));
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g.Dispose();
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bmp = bmp2;
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}
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texture.width_ratio = 1f;
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texture.height_ratio = 1f;
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//Fill the new Bitmap with the texture data
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BitmapData bmp_data = bmp2.LockBits(new Rectangle(0, 0, bmp2.Width, bmp2.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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byte[] Data = new byte[4 * bmp2.Width * bmp2.Height];
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BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, (int)texture.w2, (int)texture.h2), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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byte[] Data = new byte[4 * (int)texture.w2 * (int)texture.h2];
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Marshal.Copy(bmp_data.Scan0, Data, 0, Data.Length);
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bmp2.UnlockBits(bmp_data);
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bmp.UnlockBits(bmp_data);
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//Create a new texture in the managed pool, which does not need to be recreated on a lost device
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//because a copy of the texture is hold in the Ram
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@@ -969,14 +973,13 @@ namespace Vocaluxe.Lib.Draw
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DataRectangle rect = t.LockRectangle(0, LockFlags.Discard);
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for (int i = 0; i < Data.Length; )
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{
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rect.Data.Write(Data, i, 4 * bmp2.Width);
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i += 4 * bmp2.Width;
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rect.Data.Position = rect.Data.Position - 4 * bmp2.Width;
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rect.Data.Write(Data, i, 4 * (int)texture.w2);
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i += 4 * (int)texture.w2;
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rect.Data.Position = rect.Data.Position - 4 * (int)texture.w2;
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rect.Data.Position += rect.Pitch;
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}
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t.UnlockRectangle(0);
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bmp2.Dispose();
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bmp_data = null;
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// Add to Texture List
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