Put that big pile of double commented code inside an if 0.
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@ -713,38 +713,40 @@ static void GL_ReadFramebuffer()
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}
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}
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}
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}
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////convert the pixels to a different format which is more convenient
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#if 0
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////is it safe to modify the screen buffer? if not, we could make a temp copy
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//convert the pixels to a different format which is more convenient
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//for(int i=0,y=191;y>=0;y--)
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//is it safe to modify the screen buffer? if not, we could make a temp copy
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//{
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for(int i=0,y=191;y>=0;y--)
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// u16* dst = gfx3d_convertedScreen + (y<<8);
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{
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// u8* dstAlpha = gfx3d_convertedAlpha + (y<<8);
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u16* dst = gfx3d_convertedScreen + (y<<8);
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u8* dstAlpha = gfx3d_convertedAlpha + (y<<8);
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// //I dont know much about this kind of stuff, but this seems to help
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//I dont know much about this kind of stuff, but this seems to help
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// //for some reason I couldnt make the intrinsics work
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//for some reason I couldnt make the intrinsics work
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// //u8* u8screen3D = (u8*)&((u32*)GPU_screen3D)[i];
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//u8* u8screen3D = (u8*)&((u32*)GPU_screen3D)[i];
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// /*#define PREFETCH32(X,Y) __asm { prefetchnta [u8screen3D+32*0x##X##Y] }
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/*#define PREFETCH32(X,Y) __asm { prefetchnta [u8screen3D+32*0x##X##Y] }
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// #define PREFETCH128(X) PREFETCH32(X,0) PREFETCH32(X,1) PREFETCH32(X,2) PREFETCH32(X,3) \
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#define PREFETCH128(X) PREFETCH32(X,0) PREFETCH32(X,1) PREFETCH32(X,2) PREFETCH32(X,3) \
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// PREFETCH32(X,4) PREFETCH32(X,5) PREFETCH32(X,6) PREFETCH32(X,7) \
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PREFETCH32(X,4) PREFETCH32(X,5) PREFETCH32(X,6) PREFETCH32(X,7) \
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// PREFETCH32(X,8) PREFETCH32(X,9) PREFETCH32(X,A) PREFETCH32(X,B) \
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PREFETCH32(X,8) PREFETCH32(X,9) PREFETCH32(X,A) PREFETCH32(X,B) \
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// PREFETCH32(X,C) PREFETCH32(X,D) PREFETCH32(X,E) PREFETCH32(X,F)
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PREFETCH32(X,C) PREFETCH32(X,D) PREFETCH32(X,E) PREFETCH32(X,F)
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// PREFETCH128(0); PREFETCH128(1);*/
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PREFETCH128(0); PREFETCH128(1);*/
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// for(int x=0;x<256;x++,i++)
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for(int x=0;x<256;x++,i++)
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// {
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{
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// u32 &u32screen3D = ((u32*)GPU_screen3D)[i];
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u32 &u32screen3D = ((u32*)GPU_screen3D)[i];
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// u32screen3D>>=3;
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u32screen3D>>=3;
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// u32screen3D &= 0x1F1F1F1F;
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u32screen3D &= 0x1F1F1F1F;
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// const int t = i<<2;
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const int t = i<<2;
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// const u8 a = GPU_screen3D[t+3];
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const u8 a = GPU_screen3D[t+3];
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// const u8 r = GPU_screen3D[t+2];
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const u8 r = GPU_screen3D[t+2];
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// const u8 g = GPU_screen3D[t+1];
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const u8 g = GPU_screen3D[t+1];
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// const u8 b = GPU_screen3D[t+0];
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const u8 b = GPU_screen3D[t+0];
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// dst[x] = R5G5B5TORGB15(r,g,b) | alpha_lookup[a];
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dst[x] = R5G5B5TORGB15(r,g,b) | alpha_lookup[a];
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// dstAlpha[x] = a;
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dstAlpha[x] = a;
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// }
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}
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//}
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}
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#endif
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}
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}
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