Remove unused code. Various clean ups
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62
GL/texture.c
62
GL/texture.c
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@ -89,40 +89,7 @@ static GLshort _glGenPaletteSlot(GLushort size) {
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fprintf(stderr, "GL ERROR: No palette slots remain\n");
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return -1;
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}
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#if 0
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static GLshort _glGenSharedPaletteSlot(GLushort size) {
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GLushort i, j;
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TextureObject* active = _glGetBoundTexture();
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assert(size == 16 || size == 256);
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if(size == 16) {
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i = active->shared_bank / MAX_GLDC_4BPP_PALETTE_SLOTS;
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BANKS_USED[i] = GL_TRUE;
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j = i * MAX_GLDC_4BPP_PALETTE_SLOTS;
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j = active->shared_bank - j;
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SUBBANKS_USED[i][j] = GL_TRUE;
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return (i * MAX_GLDC_4BPP_PALETTE_SLOTS) + j;
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}
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else {
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for(i = 0; i < MAX_GLDC_PALETTE_SLOTS; ++i) {
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if(!BANKS_USED[i]) {
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BANKS_USED[i] = GL_TRUE;
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for(j = 0; j < MAX_GLDC_4BPP_PALETTE_SLOTS; ++j) {
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SUBBANKS_USED[i][j] = GL_TRUE;
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}
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return i;
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}
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}
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}
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fprintf(stderr, "GL ERROR: No palette slots remain\n");
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return -1;
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}
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#endif
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/* ozzy: used for statistics */
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GLushort _glFreePaletteSlots(GLushort size)
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{
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GLushort i, j , slots = 0;
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@ -1055,10 +1022,9 @@ GL_FORCE_INLINE void _rgb888_to_rgba8888(const GLubyte* source, GLubyte* dest) {
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}
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GL_FORCE_INLINE void _rgb888_to_rgba4444(const GLubyte* source, GLubyte* dest) {
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/* Noop */
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*((GLushort*) dest) = 0xF << 8 | (source[2] & 0xF0) << 4 | (source[1] & 0xF0) | (source[0] & 0xF0) >> 4;
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}
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GL_FORCE_INLINE void _rgb888_to_rgb565(const GLubyte* source, GLubyte* dest) {
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*((GLushort*) dest) = ((source[0] & 0b11111000) << 8) | ((source[1] & 0b11111100) << 3) | (source[2] >> 3);
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}
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@ -1105,25 +1071,16 @@ GL_FORCE_INLINE void _rgba5551_to_rgba8888(const GLubyte* source, GLubyte* dest)
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dst[3] = (src >> 15) << 7;
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}
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GL_FORCE_INLINE void _i8_to_i8(const GLubyte* source, GLubyte* dest) {
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/* For indexes */
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GLubyte* dst = (GLubyte*) dest;
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*dst = *source;
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}
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static inline void _alpha8_to_argb4444(const GLubyte* source, GLubyte* dest) {
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#if 0
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/*A111*/
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*((GLushort*) dest) = (*source & 0xF0) << 8 | (0xFF & 0xF0) << 4 | (0xFF & 0xF0) | (0xFF & 0xF0) >> 4;
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#else
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//Tested with multi-texturing sample , unit0: texture map unit1:alpha map
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/* AAAA rather than A111*/
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static inline void _a8_to_argb4444(const GLubyte* source, GLubyte* dest) {
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GLushort color = *source & 0xf0;
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color |= color>>4;
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color |= (color >> 4);
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*((GLushort*) dest) = (color << 8) | color;
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#endif
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}
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static TextureConversionFunc _determineConversion(GLint internalFormat, GLenum format, GLenum type) {
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@ -1131,8 +1088,8 @@ static TextureConversionFunc _determineConversion(GLint internalFormat, GLenum f
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case GL_ALPHA: {
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if(format == GL_ALPHA) {
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/* Dreamcast doesn't really support GL_ALPHA internally, so store as argb with each rgb value as white */
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/* Ozzy : applying alpha values to all channels seems a better option*/
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return _alpha8_to_argb4444;
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/* Applying alpha values to all channels seems a better option*/
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return _a8_to_argb4444;
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} else if(type == GL_UNSIGNED_BYTE && format == GL_RGBA) {
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return _rgba8888_to_a000;
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} else if(type == GL_BYTE && format == GL_RGBA) {
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@ -1812,16 +1769,7 @@ GLAPI void APIENTRY glColorTableEXT(GLenum target, GLenum internalFormat, GLsize
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palette->size = (width > 16) ? 256 : 16;
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assert(palette->size == 16 || palette->size == 256);
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#if 0
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if (sharedPaletteUsed == GL_FALSE){
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palette->bank = _glGenPaletteSlot(palette->size);
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}
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else{
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palette->bank = _glGenSharedPaletteSlot(palette->size);
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}
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#else
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palette->bank = _glGenPaletteSlot(palette->size);
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#endif
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if(palette->bank < 0) {
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/* We ran out of slots! */
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