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TINYGL: Cleanup code
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a9746518e4
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@ -45,7 +45,8 @@ void initSharedState(GLContext *c) {
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void endSharedState(GLContext *c) {
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GLSharedState *s = &c->shared_state;
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free_texture(c, 0);
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uint h = 0;
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free_texture(c, h);
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for (int i = 0; i < MAX_DISPLAY_LISTS; i++) {
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// TODO
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}
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@ -34,7 +34,7 @@
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namespace TinyGL {
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static GLTexture *find_texture(GLContext *c, unsigned int h) {
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static GLTexture *find_texture(GLContext *c, uint h) {
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GLTexture *t;
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t = c->shared_state.texture_hash_table[h % TEXTURE_HASH_TABLE_SIZE];
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@ -43,10 +43,10 @@ static GLTexture *find_texture(GLContext *c, unsigned int h) {
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return t;
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t = t->next;
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}
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return NULL;
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return nullptr;
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}
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void free_texture(GLContext *c, int h) {
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void free_texture(GLContext *c, uint h) {
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free_texture(c, find_texture(c, h));
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}
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@ -74,7 +74,7 @@ void free_texture(GLContext *c, GLTexture *t) {
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gl_free(t);
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}
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GLTexture *alloc_texture(GLContext *c, int h) {
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GLTexture *alloc_texture(GLContext *c, uint h) {
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GLTexture *t, **ht;
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t = (GLTexture *)gl_zalloc(sizeof(GLTexture));
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@ -82,7 +82,7 @@ GLTexture *alloc_texture(GLContext *c, int h) {
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ht = &c->shared_state.texture_hash_table[h % TEXTURE_HASH_TABLE_SIZE];
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t->next = *ht;
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t->prev = NULL;
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t->prev = nullptr;
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if (t->next)
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t->next->prev = t;
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*ht = t;
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@ -95,13 +95,11 @@ GLTexture *alloc_texture(GLContext *c, int h) {
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}
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void glInitTextures(GLContext *c) {
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// textures
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c->texture_2d_enabled = 0;
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c->current_texture = find_texture(c, 0);
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c->texture_mag_filter = TGL_LINEAR;
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c->texture_min_filter = TGL_NEAREST_MIPMAP_LINEAR;
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#if defined(SCUMM_LITTLE_ENDIAN)
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c->colorAssociationList.push_back({Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), TGL_RGBA, TGL_UNSIGNED_BYTE});
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c->colorAssociationList.push_back({Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), TGL_RGBA, TGL_UNSIGNED_BYTE});
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c->colorAssociationList.push_back({Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24), TGL_BGRA, TGL_UNSIGNED_BYTE});
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c->colorAssociationList.push_back({Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0), TGL_RGB, TGL_UNSIGNED_BYTE});
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@ -433,8 +433,8 @@ void gl_shade_vertex(GLContext *c, GLVertex *v);
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void glInitTextures(GLContext *c);
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void glEndTextures(GLContext *c);
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GLTexture *alloc_texture(GLContext *c, int h);
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void free_texture(GLContext *c, int h);
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GLTexture *alloc_texture(GLContext *c, uint h);
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void free_texture(GLContext *c, uint h);
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void free_texture(GLContext *c, GLTexture *t);
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// image_util.c
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