mirror of
https://github.com/blawar/GLideN64.git
synced 2024-06-27 23:14:05 +00:00
91cfc2b06c
This PR fixes a few places so GLideN64 doesn't crashes any longer. These are all mostly null pointer checks.
183 lines
4.5 KiB
C++
183 lines
4.5 KiB
C++
#ifdef MINGW
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#define _CRT_RAND_S
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#endif
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#include <thread>
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#include <algorithm>
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#include <random>
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#include <functional>
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#include <cstdlib>
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#include <Graphics/Context.h>
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#include <Graphics/Parameters.h>
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#include "FrameBuffer.h"
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#include "Config.h"
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#include "GBI.h"
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#include "VI.h"
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#include "Textures.h"
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#include "NoiseTexture.h"
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#include "DisplayWindow.h"
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#include "DisplayLoadProgress.h"
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using namespace graphics;
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#define NOISE_TEX_WIDTH 640
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#define NOISE_TEX_HEIGHT 580
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NoiseTexture g_noiseTexture;
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NoiseTexture::NoiseTexture()
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: m_DList(0)
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, m_currTex(0)
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, m_prevTex(0)
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{
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i)
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m_pTexture[i] = nullptr;
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}
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static
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u32 Rand(u32 rand_value)
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{
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#ifdef MINGW
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rand_s(&rand_value);
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#else
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rand_value = rand();
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#endif
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return rand_value;
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}
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static
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void FillTextureData(u32 _seed, NoiseTexturesData * _pData, u32 _start, u32 _stop)
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{
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srand(_seed);
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for (u32 i = _start; i < _stop; ++i) {
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auto & vec = _pData->at(i);
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const size_t sz = vec.size();
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u32 rand_value(0U);
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for (size_t t = 0; t < sz; ++t) {
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rand_value = Rand(rand_value);
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vec[t] = rand_value & 0xFF;
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}
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}
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}
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void NoiseTexture::_fillTextureData()
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{
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displayLoadProgress(L"INIT NOISE TEXTURES. PLEASE WAIT...");
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for (auto& vec : m_texData)
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vec.resize(NOISE_TEX_WIDTH * NOISE_TEX_HEIGHT);
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const u32 concurentThreadsSupported = std::thread::hardware_concurrency();
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if (concurentThreadsSupported > 1) {
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const u32 numThreads = concurentThreadsSupported;
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u32 chunk = NOISE_TEX_NUM / numThreads;
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if (NOISE_TEX_NUM % numThreads != 0)
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chunk++;
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std::uniform_int_distribution<u32> uint_dist;
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std::mt19937 engine; // Mersenne twister MT19937
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engine.seed(std::mt19937::default_seed);
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auto generator = std::bind(uint_dist, engine);
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std::vector<std::thread> threads;
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u32 start = 0;
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do {
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threads.emplace_back(
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FillTextureData,
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generator(),
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&m_texData,
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start,
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std::min(start + chunk, static_cast<u32>(m_texData.size())));
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start += chunk;
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} while (start < NOISE_TEX_NUM - chunk);
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FillTextureData(generator(), &m_texData, start, static_cast<u32>(m_texData.size()));
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for (auto& t : threads)
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t.join();
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} else {
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FillTextureData(static_cast<u32>(time(nullptr)), &m_texData, 0, static_cast<u32>(m_texData.size()));
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}
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displayLoadProgress(L"");
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}
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void NoiseTexture::init()
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{
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if (!gfxContext)
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return;
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if (m_texData[0].empty())
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_fillTextureData();
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
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m_pTexture[i] = textureCache().addFrameBufferTexture(textureTarget::TEXTURE_2D);
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m_pTexture[i]->format = G_IM_FMT_RGBA;
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m_pTexture[i]->clampS = 1;
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m_pTexture[i]->clampT = 1;
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m_pTexture[i]->frameBufferTexture = CachedTexture::fbOneSample;
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m_pTexture[i]->maskS = 0;
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m_pTexture[i]->maskT = 0;
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m_pTexture[i]->mirrorS = 0;
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m_pTexture[i]->mirrorT = 0;
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m_pTexture[i]->width = NOISE_TEX_WIDTH;
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m_pTexture[i]->height = NOISE_TEX_HEIGHT;
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m_pTexture[i]->textureBytes = m_pTexture[i]->width * m_pTexture[i]->height;
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const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
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{
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Context::InitTextureParams params;
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params.handle = m_pTexture[i]->name;
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params.textureUnitIndex = textureIndices::NoiseTex;
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params.width = m_pTexture[i]->width;
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params.height = m_pTexture[i]->height;
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params.internalFormat = fbTexFormats.noiseInternalFormat;
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params.format = fbTexFormats.noiseFormat;
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params.dataType = fbTexFormats.noiseType;
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params.data = m_texData[i].data();
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gfxContext.init2DTexture(params);
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}
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{
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Context::TexParameters params;
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params.handle = m_pTexture[i]->name;
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params.target = textureTarget::TEXTURE_2D;
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params.textureUnitIndex = textureIndices::NoiseTex;
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params.minFilter = textureParameters::FILTER_NEAREST;
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params.magFilter = textureParameters::FILTER_NEAREST;
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gfxContext.setTextureParameters(params);
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}
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}
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}
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void NoiseTexture::destroy()
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{
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for (u32 i = 0; i < NOISE_TEX_NUM; ++i) {
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textureCache().removeFrameBufferTexture(m_pTexture[i]);
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m_pTexture[i] = nullptr;
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}
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}
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void NoiseTexture::update()
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{
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if (m_texData[0].empty() || m_DList == dwnd().getBuffersSwapCount())
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return;
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u32 rand_value(0U);
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while (m_currTex == m_prevTex) {
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rand_value = Rand(rand_value);
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m_currTex = rand_value % NOISE_TEX_NUM;
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}
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m_prevTex = m_currTex;
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if (m_pTexture[m_currTex] == nullptr)
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return;
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{
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Context::BindTextureParameters params;
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params.texture = m_pTexture[m_currTex]->name;
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params.textureUnitIndex = textureIndices::NoiseTex;
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params.target = textureTarget::TEXTURE_2D;
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gfxContext.bindTexture(params);
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}
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m_DList = dwnd().getBuffersSwapCount();
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}
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