Avoid scaling empty and flat textures

This commit is contained in:
Peter Thoman 2013-05-03 13:35:24 +02:00
parent 75bbe9df9f
commit fa8250ba12

View File

@ -40,6 +40,8 @@ namespace p = std::placeholders;
#include "native/base/timeutil.h"
#endif
/////////////////////////////////////// Helper Functions (mostly math for parallelization)
namespace {
// convert 4444 image to 8888, parallelizable
void convert4444(u16* data, u32* out, int width, int l, int u) {
@ -261,11 +263,28 @@ namespace {
}
}
/////////////////////////////////////// Texture Scaler
TextureScaler::TextureScaler() {
}
bool TextureScaler::IsEmptyOrFlat(u32* data, int pixels, GLenum fmt) {
int pixelsPerWord = (fmt == GL_UNSIGNED_BYTE) ? 1 : 2;
int ref = data[0];
for(int i=0; i<pixels/pixelsPerWord; ++i) {
if(data[i]!=ref) return false;
}
return true;
}
void TextureScaler::Scale(u32* &data, GLenum &dstFmt, int &width, int &height, int factor) {
// prevent processing empty or flat textures (this happens a lot in some games)
// doesn't hurt the standard case, will be very quick for textures with actual texture
if(IsEmptyOrFlat(data, width*height, dstFmt)) {
INFO_LOG(G3D, "TextureScaler: early exit -- empty/flat texture");
return;
}
#ifdef SCALING_MEASURE_TIME
double t_start = real_time_now();
#endif