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path: root/backends/platform/ps2/Gs2dScreen.cpp
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Diffstat (limited to 'backends/platform/ps2/Gs2dScreen.cpp')
-rw-r--r--backends/platform/ps2/Gs2dScreen.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/backends/platform/ps2/Gs2dScreen.cpp b/backends/platform/ps2/Gs2dScreen.cpp
index 3a90c19f3c..cecc08d631 100644
--- a/backends/platform/ps2/Gs2dScreen.cpp
+++ b/backends/platform/ps2/Gs2dScreen.cpp
@@ -77,7 +77,7 @@ void runAnimThread(Gs2dScreen *param);
int vblankStartHandler(int cause) {
// start of VBlank period
- if (g_VblankCmd) { // is there a new image waiting?
+ if (g_VblankCmd) { // is there a new image waiting?
GS_DISPFB1 = g_VblankCmd; // show it.
g_VblankCmd = 0;
iSignalSema(g_VblankSema);
@@ -87,8 +87,8 @@ int vblankStartHandler(int cause) {
int dmacHandler(int channel) {
if (g_DmacCmd && (channel == 2)) { // GS DMA transfer finished,
- g_VblankCmd = g_DmacCmd; // we want to show the image
- g_DmacCmd = 0; // when the next vblank occurs
+ g_VblankCmd = g_DmacCmd; // we want to show the image
+ g_DmacCmd = 0; // when the next vblank occurs
iSignalSema(g_DmacSema);
}
return 0;
@@ -186,7 +186,7 @@ Gs2dScreen::Gs2dScreen(uint16 width, uint16 height, TVMode mode) {
_clutPtrs[TEXT] = _clutPtrs[SCREEN] + 0x2000;
_texPtrs[SCREEN] = _clutPtrs[SCREEN] + 0x3000;
_texPtrs[TEXT] = 0; // these buffers are stored in the alpha gaps of the frame buffers
- _texPtrs[MOUSE] = 128 * 256 * 4;
+ _texPtrs[MOUSE] = 128 * 256 * 4;
_texPtrs[PRINTF] = _texPtrs[MOUSE] + M_SIZE * M_SIZE * 4;
_showOverlay = false;
@@ -249,17 +249,17 @@ Gs2dScreen::Gs2dScreen(uint16 width, uint16 height, TVMode mode) {
createAnimTextures();
// create animation thread
- ee_thread_t animationThread, thisThread;
+ ee_thread_t animThread, thisThread;
ReferThreadStatus(GetThreadId(), &thisThread);
_animStack = malloc(ANIM_STACK_SIZE);
- animationThread.initial_priority = thisThread.current_priority - 3;
- animationThread.stack = _animStack;
- animationThread.stack_size = ANIM_STACK_SIZE;
- animationThread.func = (void *)runAnimThread;
- animationThread.gp_reg = &_gp;
+ animThread.initial_priority = thisThread.current_priority - 3;
+ animThread.stack = _animStack;
+ animThread.stack_size = ANIM_STACK_SIZE;
+ animThread.func = (void *)runAnimThread;
+ animThread.gp_reg = &_gp;
- _animTid = CreateThread(&animationThread);
+ _animTid = CreateThread(&animThread);
assert(_animTid >= 0);
StartThread(_animTid, this);
}
@@ -302,9 +302,9 @@ void Gs2dScreen::createAnimTextures(void) {
destPos++;
}
if (!(i & 1))
- _dmaPipe->uploadTex( vramDest, 128, 0, 0, GS_PSMT4HH, buf, 128, 16);
+ _dmaPipe->uploadTex( vramDest, 128, 0, 0, GS_PSMT4HH, buf, 128, 16);
else {
- _dmaPipe->uploadTex( vramDest, 128, 0, 0, GS_PSMT4HL, buf, 128, 16);
+ _dmaPipe->uploadTex( vramDest, 128, 0, 0, GS_PSMT4HL, buf, 128, 16);
vramDest += 128 * 16 * 4;
}
_dmaPipe->flush();