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(PS3) Cleanups
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@ -760,7 +760,7 @@ wchar_t * rarch_convert_char_to_wchar(const char * str)
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const char * rarch_convert_wchar_to_const_char(const wchar_t * wstr)
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{
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char str[256];
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static char str[256];
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wcstombs(str, wstr, sizeof(str));
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return str;
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}
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@ -523,12 +523,6 @@ static void ps3graphics_set_orientation(void * data, uint32_t orientation)
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glVertexPointer(2, GL_FLOAT, 0, vertex_ptr);
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}
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#ifdef FORCE_16BIT_COLOR
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#define gl_base_size (sizeof(uint16_t))
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#else
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#define gl_base_size (gl->base_size)
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#endif
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static bool gl_frame(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, const char *msg)
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{
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gl_t *gl = data;
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@ -555,8 +549,8 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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gl->last_height[gl->tex_index] = height;
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glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
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gl->tex_w * gl->tex_h * gl->tex_index * gl_base_size,
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gl->tex_w * gl->tex_h * gl_base_size,
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gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size,
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gl->tex_w * gl->tex_h * gl->base_size,
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gl->empty_buf);
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GLfloat xamt = (GLfloat)width / gl->tex_w;
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@ -577,10 +571,10 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
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if (gl->fbo_enabled)
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glVertexPointer(2, GL_FLOAT, 0, vertexes);
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl_base_size;
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size_t buffer_stride = gl->tex_w * gl_base_size;
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size_t buffer_addr = gl->tex_w * gl->tex_h * gl->tex_index * gl->base_size;
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size_t buffer_stride = gl->tex_w * gl->base_size;
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const uint8_t *frame_copy = frame;
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size_t frame_copy_size = width * gl_base_size;
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size_t frame_copy_size = width * gl->base_size;
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for (unsigned h = 0; h < height; h++)
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{
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glBufferSubData(GL_TEXTURE_REFERENCE_BUFFER_SCE,
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@ -885,7 +879,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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gl->tex_h = RARCH_SCALE_BASE * video->input_scale;
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glGenBuffers(1, &gl->pbo);
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glBindBuffer(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->pbo);
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glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl_base_size * TEXTURES, NULL, GL_STREAM_DRAW);
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glBufferData(GL_TEXTURE_REFERENCE_BUFFER_SCE, gl->tex_w * gl->tex_h * gl->base_size * TEXTURES, NULL, GL_STREAM_DRAW);
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glGenTextures(TEXTURES, gl->texture);
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@ -913,7 +907,7 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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set_lut_texture_coords(tex_coords);
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// Empty buffer that we use to clear out the texture with on res change.
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gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl_base_size);
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gl->empty_buf = calloc(gl->tex_w * gl->tex_h, gl->base_size);
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for (unsigned i = 0; i < TEXTURES; i++)
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{
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@ -921,8 +915,8 @@ static void *gl_init(const video_info_t *video, const input_driver_t **input, vo
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glTextureReferenceSCE(GL_TEXTURE_2D, 1,
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gl->tex_w, gl->tex_h, 0,
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gl->texture_fmt,
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gl->tex_w * gl_base_size,
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gl->tex_w * gl->tex_h * i * gl_base_size);
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gl->tex_w * gl->base_size,
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gl->tex_w * gl->tex_h * i * gl->base_size);
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}
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glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
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