Use release-compatible PVR texture stride setup

This commit is contained in:
GPF 2026-07-01 20:48:06 -07:00
parent 49b7a3f208
commit 862bcf70d1

View File

@ -12,6 +12,10 @@
#define likely(x) __builtin_expect(!!(x), 1)
#define unlikely(x) __builtin_expect(!!(x), 0)
GL_FORCE_INLINE void _glPVRSetTextureStride(uint32_t stride) {
PVR_SET(PVR_TEXTURE_MODULO, (stride / 32));
}
void* GPUMemoryAlloc(size_t size) {
return pvr_mem_malloc(size);
}
@ -198,7 +202,7 @@ void SceneListSubmit(Vertex* vertices, int n) {
if(is_header(v0)) {
PolyHeader* header = (PolyHeader*) v0;
if(header->meta.texture_is_strided && header->meta.texture_stride != CURRENT_TEXTURE_STRIDE) {
pvr_txr_set_stride(header->meta.texture_stride);
_glPVRSetTextureStride(header->meta.texture_stride);
CURRENT_TEXTURE_STRIDE = header->meta.texture_stride;
}