mirror of https://github.com/encounter/SDL.git
Clean up PSP render code to fit C standard used better
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07608bf45f
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7266cf66c7
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@ -210,6 +210,7 @@ TextureSwizzle(PSP_TextureData *psp_texture)
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{
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int bytewidth, height;
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int rowblocks, rowblocksadd;
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int i, j;
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unsigned int blockaddress = 0;
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unsigned int *src = NULL;
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unsigned char *data = NULL;
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@ -227,13 +228,13 @@ TextureSwizzle(PSP_TextureData *psp_texture)
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data = SDL_malloc(psp_texture->size);
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for(int j = 0; j < height; j++, blockaddress += 16)
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for(j = 0; j < height; j++, blockaddress += 16)
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{
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unsigned int *block;
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block = (unsigned int*)&data[blockaddress];
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for(int i = 0; i < rowblocks; i++)
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for(i = 0; i < rowblocks; i++)
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{
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*block++ = *src++;
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*block++ = *src++;
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@ -257,6 +258,8 @@ int TextureUnswizzle(PSP_TextureData *psp_texture)
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int bytewidth, height;
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int widthblocks, heightblocks;
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int dstpitch, dstrow;
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int blockx, blocky;
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int j;
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unsigned int *src = NULL;
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unsigned char *data = NULL;
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unsigned char *ydst = NULL;
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@ -284,17 +287,17 @@ int TextureUnswizzle(PSP_TextureData *psp_texture)
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ydst = (unsigned char *)data;
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for(int blocky = 0; blocky < heightblocks; ++blocky)
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for(blocky = 0; blocky < heightblocks; ++blocky)
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{
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unsigned char *xdst = ydst;
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for(int blockx = 0; blockx < widthblocks; ++blockx)
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for(blockx = 0; blockx < widthblocks; ++blockx)
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{
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unsigned int *block;
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block = (unsigned int*)xdst;
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for(int j = 0; j < 8; ++j)
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for(j = 0; j < 8; ++j)
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{
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*(block++) = *(src++);
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*(block++) = *(src++);
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@ -702,16 +705,14 @@ PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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const float width = dstrect->w - centerx;
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const float height = dstrect->h - centery;
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float s, c;
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float cw, sw, ch, sh;
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float u0 = srcrect->x;
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float v0 = srcrect->y;
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float u1 = srcrect->x + srcrect->w;
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float v1 = srcrect->y + srcrect->h;
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const float cw = c * width;
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const float sw = s * width;
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const float ch = c * height;
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const float sh = s * height;
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if (!verts) {
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return -1;
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@ -721,6 +722,11 @@ PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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MathSincos(degToRad(angle), &s, &c);
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float cw = c * width;
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float sw = s * width;
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float ch = c * height;
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float sh = s * height;
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if (flip & SDL_FLIP_VERTICAL) {
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Swap(&v0, &v1);
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}
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