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https://github.com/JGRennison/OpenTTD-patches.git
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@ -877,6 +877,22 @@ bool OpenGLBackend::InitShaders()
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return true;
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}
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/**
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* Clear the bound pixel buffer to a specific value.
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* @param len Length of the buffer.
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* @param data Value to set.
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* @tparam T Pixel type.
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*/
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template <class T>
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static void ClearPixelBuffer(size_t len, T data)
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{
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T *buf = reinterpret_cast<T *>(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
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for (int i = 0; i < len; i++) {
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*buf++ = data;
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}
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_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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/**
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* Change the size of the drawing window and allocate matching resources.
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* @param w New width of the window.
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@ -911,14 +927,16 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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if (_glClearBufferSubData != nullptr) {
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_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, pitch * h * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
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} else {
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uint32 *buf = (uint32 *)_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
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for (int i = 0; i < pitch * h; i++) {
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*buf++ = black.data;
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}
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_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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ClearPixelBuffer<uint32>(pitch * h, black.data);
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}
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} else if (bpp == 8) {
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if (_glClearBufferSubData != nullptr) {
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byte b = 0;
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_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
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} else {
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ClearPixelBuffer<byte>(pitch * h, 0);
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}
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}
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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_glActiveTexture(GL_TEXTURE0);
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_glBindTexture(GL_TEXTURE_2D, this->vid_texture);
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@ -931,6 +949,7 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
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break;
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}
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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/* Does this blitter need a separate animation buffer? */
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if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
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@ -944,10 +963,18 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
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_glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_DYNAMIC_DRAW);
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}
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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/* Initialize buffer as 0 == no remap. */
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if (_glClearBufferSubData != nullptr) {
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byte b = 0;
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_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
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} else {
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ClearPixelBuffer<byte>(pitch * h, 0);
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}
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_glBindTexture(GL_TEXTURE_2D, this->anim_texture);
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_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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} else {
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if (this->anim_buffer != nullptr) {
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
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@ -975,6 +1002,8 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
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_glUseProgram(this->remap_program);
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_glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);
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_glClear(GL_COLOR_BUFFER_BIT);
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return true;
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}
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@ -131,6 +131,7 @@ bool VideoDriver_SDL_OpenGL::AllocateBackingStore(int w, int h, bool force)
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MemSetT(&this->dirty_rect, 0);
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bool res = OpenGLBackend::Get()->Resize(w, h, force);
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SDL_GL_SwapWindow(this->sdl_window);
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_screen.dst_ptr = this->GetVideoPointer();
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_cur_palette.first_dirty = 0;
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@ -1417,6 +1417,7 @@ bool VideoDriver_Win32OpenGL::AllocateBackingStore(int w, int h, bool force)
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this->dirty_rect = {};
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bool res = OpenGLBackend::Get()->Resize(w, h, force);
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SwapBuffers(this->dc);
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_screen.dst_ptr = this->GetVideoPointer();
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return res;
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