Remove unused code. Various clean ups

This commit is contained in:
Luke Benstead 2022-05-04 20:53:18 +01:00
parent 411d4f0e4f
commit dc69a81da1

View File

@ -89,40 +89,7 @@ static GLshort _glGenPaletteSlot(GLushort size) {
fprintf(stderr, "GL ERROR: No palette slots remain\n");
return -1;
}
#if 0
static GLshort _glGenSharedPaletteSlot(GLushort size) {
GLushort i, j;
TextureObject* active = _glGetBoundTexture();
assert(size == 16 || size == 256);
if(size == 16) {
i = active->shared_bank / MAX_GLDC_4BPP_PALETTE_SLOTS;
BANKS_USED[i] = GL_TRUE;
j = i * MAX_GLDC_4BPP_PALETTE_SLOTS;
j = active->shared_bank - j;
SUBBANKS_USED[i][j] = GL_TRUE;
return (i * MAX_GLDC_4BPP_PALETTE_SLOTS) + j;
}
else {
for(i = 0; i < MAX_GLDC_PALETTE_SLOTS; ++i) {
if(!BANKS_USED[i]) {
BANKS_USED[i] = GL_TRUE;
for(j = 0; j < MAX_GLDC_4BPP_PALETTE_SLOTS; ++j) {
SUBBANKS_USED[i][j] = GL_TRUE;
}
return i;
}
}
}
fprintf(stderr, "GL ERROR: No palette slots remain\n");
return -1;
}
#endif
/* ozzy: used for statistics */
GLushort _glFreePaletteSlots(GLushort size)
{
GLushort i, j , slots = 0;
@ -1055,10 +1022,9 @@ GL_FORCE_INLINE void _rgb888_to_rgba8888(const GLubyte* source, GLubyte* dest) {
}
GL_FORCE_INLINE void _rgb888_to_rgba4444(const GLubyte* source, GLubyte* dest) {
/* Noop */
*((GLushort*) dest) = 0xF << 8 | (source[2] & 0xF0) << 4 | (source[1] & 0xF0) | (source[0] & 0xF0) >> 4;
*((GLushort*) dest) = 0xF << 8 | (source[2] & 0xF0) << 4 | (source[1] & 0xF0) | (source[0] & 0xF0) >> 4;
}
GL_FORCE_INLINE void _rgb888_to_rgb565(const GLubyte* source, GLubyte* dest) {
*((GLushort*) dest) = ((source[0] & 0b11111000) << 8) | ((source[1] & 0b11111100) << 3) | (source[2] >> 3);
}
@ -1066,9 +1032,9 @@ GL_FORCE_INLINE void _rgb888_to_rgb565(const GLubyte* source, GLubyte* dest) {
GL_FORCE_INLINE void _rgb565_to_rgb8888(const GLubyte* source, GLubyte* dest) {
GLushort src = *((GLushort*) source);
dest[3] = (src&0x1f)<<3;
dest[2] = ((src>>5)&0x3f)<<2;
dest[1] = ((src>>11)&0x1f)<<3;
dest[3] = (src & 0x1f) << 3;
dest[2] = ((src >> 5) & 0x3f) <<2;
dest[1] = ((src >> 11) & 0x1f) <<3;
dest[0] = 0xff;
}
@ -1089,41 +1055,32 @@ GL_FORCE_INLINE void _rgba4444_to_rgba8888(const GLubyte* source, GLubyte* dest)
GLushort src = *((GLushort*) source);
GLubyte* dst = (GLubyte*) dest;
dst[0] = (src&0xf)<<4;
dst[1] = ((src>>4)&0xf) << 4;
dst[2] = ((src>>8)&0xf) << 4;
dst[3] = (src>>12) << 4;
dst[0] = (src & 0xf) << 4;
dst[1] = ((src >> 4) & 0xf) << 4;
dst[2] = ((src >> 8) & 0xf) << 4;
dst[3] = (src >> 12) << 4;
}
GL_FORCE_INLINE void _rgba5551_to_rgba8888(const GLubyte* source, GLubyte* dest) {
GLushort src = *((GLushort*) source);
GLubyte* dst = (GLubyte*) dest;
dst[0] = (src&0x1f)<<3;
dst[1] = ((src>>5)&0x1f) << 3;
dst[2] = ((src>>5)&0x1f) << 3;
dst[3] = (src>>15) << 7;
dst[0] = (src & 0x1f) << 3;
dst[1] = ((src >> 5) & 0x1f) << 3;
dst[2] = ((src >> 5) & 0x1f) << 3;
dst[3] = (src >> 15) << 7;
}
GL_FORCE_INLINE void _i8_to_i8(const GLubyte* source, GLubyte* dest) {
/* For indexes */
GLubyte* dst = (GLubyte*) dest;
*dst = *source;
}
static inline void _alpha8_to_argb4444(const GLubyte* source, GLubyte* dest) {
#if 0
/*A111*/
*((GLushort*) dest) = (*source & 0xF0) << 8 | (0xFF & 0xF0) << 4 | (0xFF & 0xF0) | (0xFF & 0xF0) >> 4;
#else
//Tested with multi-texturing sample , unit0: texture map unit1:alpha map
/* AAAA rather than A111*/
GLushort color = *source&0xf0;
color |= color>>4;
*((GLushort*) dest) = (color << 8)|color;
#endif
static inline void _a8_to_argb4444(const GLubyte* source, GLubyte* dest) {
GLushort color = *source & 0xf0;
color |= (color >> 4);
*((GLushort*) dest) = (color << 8) | color;
}
static TextureConversionFunc _determineConversion(GLint internalFormat, GLenum format, GLenum type) {
@ -1131,8 +1088,8 @@ static TextureConversionFunc _determineConversion(GLint internalFormat, GLenum f
case GL_ALPHA: {
if(format == GL_ALPHA) {
/* Dreamcast doesn't really support GL_ALPHA internally, so store as argb with each rgb value as white */
/* Ozzy : applying alpha values to all channels seems a better option*/
return _alpha8_to_argb4444;
/* Applying alpha values to all channels seems a better option*/
return _a8_to_argb4444;
} else if(type == GL_UNSIGNED_BYTE && format == GL_RGBA) {
return _rgba8888_to_a000;
} else if(type == GL_BYTE && format == GL_RGBA) {
@ -1812,16 +1769,7 @@ GLAPI void APIENTRY glColorTableEXT(GLenum target, GLenum internalFormat, GLsize
palette->size = (width > 16) ? 256 : 16;
assert(palette->size == 16 || palette->size == 256);
#if 0
if (sharedPaletteUsed == GL_FALSE){
palette->bank = _glGenPaletteSlot(palette->size);
}
else{
palette->bank = _glGenSharedPaletteSlot(palette->size);
}
#else
palette->bank = _glGenPaletteSlot(palette->size);
#endif
if(palette->bank < 0) {
/* We ran out of slots! */