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path: root/backends/platform/psp/display_client.cpp
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Diffstat (limited to 'backends/platform/psp/display_client.cpp')
-rw-r--r--backends/platform/psp/display_client.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/backends/platform/psp/display_client.cpp b/backends/platform/psp/display_client.cpp
index 14b96d9cae..bc29166895 100644
--- a/backends/platform/psp/display_client.cpp
+++ b/backends/platform/psp/display_client.cpp
@@ -389,31 +389,31 @@ void Buffer::copyToArray(byte *dst, int pitch) {
void Buffer::setSize(uint32 width, uint32 height, HowToSize textureOrSource/*=kSizeByTextureSize*/) {
DEBUG_ENTER_FUNC();
-
+
// We can size the buffer either by texture size (multiple of 2^n) or source size.
// At higher sizes, increasing the texture size to 2^n is a waste of space. At these sizes kSizeBySourceSize should be used.
-
+
_sourceSize.width = width;
_sourceSize.height = height;
_textureSize.width = scaleUpToPowerOfTwo(width); // can only scale up to 512
_textureSize.height = scaleUpToPowerOfTwo(height);
-
+
if (textureOrSource == kSizeByTextureSize) {
_width = _textureSize.width;
_height = _textureSize.height;
} else { // sizeBySourceSize
_width = _sourceSize.width;
_height = _sourceSize.height;
-
- // adjust allocated width to be divisible by 32.
+
+ // adjust allocated width to be divisible by 32.
// The GU can only handle multiples of 16 bytes. A 4 bit image x 32 will give us 16 bytes
// We don't necessarily know the depth of the pixels here. So just make it divisible by 32.
uint32 checkDiv = _width & 31;
if (checkDiv)
_width += 32 - checkDiv;
}
-
+
PSP_DEBUG_PRINT("width[%u], height[%u], texW[%u], texH[%u], sourceW[%d], sourceH[%d] %s\n", _width, _height, _textureSize.width, _textureSize.height, _sourceSize.width, _sourceSize.height, textureOrSource ? "size by source" : "size by texture");
}
@@ -558,10 +558,10 @@ void GuRenderer::render() {
// Loop over patches of 512x512 pixel textures and draw them
for (uint32 j = 0; j < _buffer->getSourceHeight(); j += 512) {
_textureLoadOffset.y = j;
-
+
for (uint32 i = 0; i < _buffer->getSourceWidth(); i += 512) {
_textureLoadOffset.x = i;
-
+
guLoadTexture();
Vertex *vertices = guGetVertices();
fillVertices(vertices);
@@ -573,8 +573,8 @@ void GuRenderer::render() {
inline void GuRenderer::guProgramDrawBehavior() {
DEBUG_ENTER_FUNC();
- PSP_DEBUG_PRINT("blending[%s] colorTest[%s] reverseAlpha[%s] keyColor[%u]\n",
- _blending ? "on" : "off", _colorTest ? "on" : "off",
+ PSP_DEBUG_PRINT("blending[%s] colorTest[%s] reverseAlpha[%s] keyColor[%u]\n",
+ _blending ? "on" : "off", _colorTest ? "on" : "off",
_alphaReverse ? "on" : "off", _keyColor);
if (_blending) {
@@ -591,7 +591,7 @@ inline void GuRenderer::guProgramDrawBehavior() {
if (_colorTest) {
sceGuEnable(GU_COLOR_TEST);
sceGuColorFunc(GU_NOTEQUAL, // show only colors not equal to this color
- _keyColor,
+ _keyColor,
0x00ffffff); // match everything but alpha
} else
sceGuDisable(GU_COLOR_TEST);
@@ -663,10 +663,10 @@ inline void GuRenderer::guLoadTexture() {
byte *startPoint = _buffer->getPixels();
if (_textureLoadOffset.x)
startPoint += _buffer->_pixelFormat.pixelsToBytes(_textureLoadOffset.x);
- if (_textureLoadOffset.y)
+ if (_textureLoadOffset.y)
startPoint += _buffer->getWidthInBytes() * _textureLoadOffset.y;
-
- sceGuTexImage(0,
+
+ sceGuTexImage(0,
_buffer->getTextureWidth(), // texture width (must be power of 2)
_buffer->getTextureHeight(), // texture height (must be power of 2)
_buffer->getWidth(), // width of a line of the image (to get to the next line)
@@ -698,7 +698,7 @@ void GuRenderer::fillVertices(Vertex *vertices) {
// These coordinates describe an area within the texture. ie. we already loaded a square of texture,
// now the coordinates within it are 0 to the edge of the area of the texture we want to draw
float textureStartX = textureFix + _offsetInBuffer.x;
- float textureStartY = textureFix + _offsetInBuffer.y;
+ float textureStartY = textureFix + _offsetInBuffer.y;
int textureLeftX = _drawSize.width - _textureLoadOffset.x;
if (textureLeftX > 512)
@@ -720,7 +720,7 @@ void GuRenderer::fillVertices(Vertex *vertices) {
float imageStartY = gapY + scaledOffsetOnScreenY + (scaleSourceToOutput(false, stretch(false, _textureLoadOffset.y)));
float imageEndX, imageEndY;
-
+
imageEndX = imageStartX + scaleSourceToOutput(true, stretch(true, textureLeftX));
imageEndY = imageStartY + scaleSourceToOutput(false, stretch(false, textureLeftY));