mirror of https://github.com/mgba-emu/mgba.git
3DS: Move texture to VRAM, fixing the lockup (requires newer sf2dlib)
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664a46c5a9
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@ -67,7 +67,7 @@ static void _setup(struct GBAGUIRunner* runner) {
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}
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GBAVideoSoftwareRendererCreate(&renderer);
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renderer.outputBuffer = linearAlloc(256 * VIDEO_VERTICAL_PIXELS * 2);
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renderer.outputBuffer = linearMemAlign(256 * 256 * 2, 0x100);
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renderer.outputBufferStride = 256;
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runner->context.renderer = &renderer.d;
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@ -115,8 +115,6 @@ static void _drawFrame(struct GBAGUIRunner* runner, bool faded) {
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UNUSED(runner);
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GSPGPU_FlushDataCache(0, renderer.outputBuffer, 256 * VIDEO_VERTICAL_PIXELS * 2);
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GX_SetDisplayTransfer(0, renderer.outputBuffer, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), tex->data, GX_BUFFER_DIM(256, VIDEO_VERTICAL_PIXELS), 0x000002202);
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gspWaitForPPF();
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GSPGPU_FlushDataCache(0, tex->data, 256 * VIDEO_VERTICAL_PIXELS * 2);
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sf2d_draw_texture_scale_blend(tex, 40, 296, 1, -1, 0xFFFFFF3F | (faded ? 0 : 0xC0));
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#if RESAMPLE_LIBRARY == RESAMPLE_BLIP_BUF
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if (!hasSound) {
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@ -128,7 +126,7 @@ static void _drawFrame(struct GBAGUIRunner* runner, bool faded) {
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static void _drawScreenshot(struct GBAGUIRunner* runner, const uint32_t* pixels, bool faded) {
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UNUSED(runner);
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u16* newPixels = linearMemAlign(256 * VIDEO_VERTICAL_PIXELS * 2, 0x80);
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u16* newPixels = linearMemAlign(256 * VIDEO_VERTICAL_PIXELS * 2, 0x100);
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unsigned y, x;
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for (y = 0; y < VIDEO_VERTICAL_PIXELS; ++y) {
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for (x = 0; x < VIDEO_HORIZONTAL_PIXELS; ++x) {
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@ -256,8 +254,7 @@ int main() {
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sf2d_init();
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sf2d_set_clear_color(0);
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tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_RAM);
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memset(tex->data, 0, 256 * 256 * 2);
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tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_VRAM);
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sdmcArchive = (FS_archive) {
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ARCH_SDMC,
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