A little bit of cleanup for the new DXT code:
* Using TRUE/FALSE instead of 1/0 * Checking to make sure GL_EXT_texture_compression_s3tc is supported * Removing some debug error checking
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@@ -703,26 +703,29 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *pix, float * frect, int
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/**
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* GPU_upload_dxt_texture() assumes that the texture is already bound and ready to go.
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* This is so the viewport and the BGE can share some code.
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* Returns 0 if the provided ImBuf doesn't have a supported DXT compression format
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* Returns FALSE if the provided ImBuf doesn't have a supported DXT compression format
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*/
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int GPU_upload_dxt_texture(ImBuf *ibuf)
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{
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#if WITH_DDS
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GLint format, err;
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GLint format = 0;
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int blocksize, height, width, i, size, offset = 0;
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height = ibuf->x;
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width = ibuf->y;
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if (ibuf->dds_data.fourcc == FOURCC_DXT1)
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format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
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format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
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format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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else {
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width = ibuf->y;
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if (GLEW_EXT_texture_compression_s3tc) {
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if (ibuf->dds_data.fourcc == FOURCC_DXT1)
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format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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else if (ibuf->dds_data.fourcc == FOURCC_DXT3)
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format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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else if (ibuf->dds_data.fourcc == FOURCC_DXT5)
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format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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}
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if (format == 0) {
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printf("Unable to find a suitable DXT compression, falling back to uncompressed\n");
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return 0;
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return FALSE;
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}
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blocksize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
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@@ -737,20 +740,15 @@ int GPU_upload_dxt_texture(ImBuf *ibuf)
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glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
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0, size, ibuf->dds_data.data + offset);
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err = glGetError();
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if (err != GL_NO_ERROR)
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printf("OpenGL error: %s\nFormat: %x\n", gluErrorString(err), format);
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offset += size;
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width >>= 1;
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height >>= 1;
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}
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return 1;
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return TRUE;
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#else
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(void)ibuf;
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return 0;
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return FALSE;
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#endif
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}
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