cleanup: remove console branches from render texture and world helpers

This commit is contained in:
MatthewBeshay
2026-03-26 19:24:04 +11:00
parent 6ef7d05f7e
commit 1fecbf297a
139 changed files with 535 additions and 535 deletions
+19 -19
View File
@@ -4,7 +4,7 @@
#include "TextureManager.h"
#include "Texture.h"
#ifdef __PS3__
#if 0
#include "PS3/SPU_Tasks/Texture_blit/Texture_blit.h"
#include "C4JSpursJob.h"
static const int sc_maxTextureBlits = 256;
@@ -13,7 +13,7 @@ static Texture_blit_DataIn g_textureBlitDataIn[sc_maxTextureBlits]
static int g_currentTexBlit = 0;
C4JSpursJobQueue::Port* g_texBlitJobQueuePort;
// #define DISABLE_SPU_CODE
#endif //__PS3__
#endif //0
#define MAX_MIP_LEVELS 5
@@ -27,7 +27,7 @@ Texture::Texture(const std::wstring& name, int mode, int width, int height,
void Texture::_init(const std::wstring& name, int mode, int width, int height,
int depth, int wrapMode, int format, int minFilter,
int magFilter, bool mipMap) {
#ifdef __PS3__
#if 0
if (g_texBlitJobQueuePort == NULL)
g_texBlitJobQueuePort =
new C4JSpursJobQueue::Port("C4JSpursJob_Texture_blit");
@@ -80,7 +80,7 @@ void Texture::_init(const std::wstring& name, int mode, int width, int height,
if (m_iMipLevels > MAX_MIP_LEVELS) m_iMipLevels = MAX_MIP_LEVELS;
}
#ifdef __PSVITA__
#if 0
// vita doesn't have a mipmap conditional shader because it's too slow so
// make sure this texture don't look awful at the lower mips
if (name == L"terrain") {
@@ -116,7 +116,7 @@ void Texture::_init(const std::wstring& name, int mode, int width, int height,
for (int index = 0; index < tempBytes.length; index++) {
tempBytes[index] = 0;
}
#ifdef __PS3__
#if 0
data[0] = new ByteBuffer_IO(tempBytes.length);
#else
data[0] = ByteBuffer::allocateDirect(tempBytes.length);
@@ -137,11 +137,11 @@ void Texture::_init(const std::wstring& name, int mode, int width, int height,
tempBytes[index] = 0;
}
#ifdef __PS3__
#if 0
data[level] = new ByteBuffer_IO(tempBytes.length);
#else
data[level] = ByteBuffer::allocateDirect(tempBytes.length);
#endif // __PS3__
#endif // 0
data[level]->clear();
data[level]->put(tempBytes);
data[level]->position(0)->limit(tempBytes.length);
@@ -376,7 +376,7 @@ void Texture::blit(int x, int y, Texture* source, bool rotated) {
data[level]->position(0);
srcBuffer->position(0);
#if defined __PS3__ && !defined DISABLE_SPU_CODE
#if 0 && !defined DISABLE_SPU_CODE
if (g_texBlitJobQueuePort->hasCompleted()) {
// all outstanding blits have completed, so reset to the start of
// the blit list
@@ -404,7 +404,7 @@ void Texture::blit(int x, int y, Texture* source, bool rotated) {
g_texBlitJobQueuePort->submitJob(&blitJob);
// p.waitForCompletion();
#elif __PSVITA__
#elif 0
unsigned int* src = (unsigned int*)srcBuffer->getBuffer();
unsigned int* dst = (unsigned int*)data[level]->getBuffer();
@@ -476,7 +476,7 @@ void Texture::transferFromBuffer(intArray buffer) {
//}
// 4jcraft - move pos out of loops
data[0]->clear();
// #ifdef __PS3__
// #if 0
// int byteRemapRGBA[] = { 3, 0, 1, 2 };
// int byteRemapBGRA[] = { 3, 2, 1, 0 };
// #else
@@ -549,11 +549,11 @@ void Texture::transferFromImage(BufferedImage* image) {
return;
}
// #ifdef __PS3__
// #if 0
// int byteRemapRGBA[] = { 0, 1, 2, 3 };
// int byteRemapBGRA[] = { 2, 1, 0, 3 };
// #else
#ifdef _XBOX
#if 0
int byteRemapRGBA[] = {0, 1, 2, 3};
#else
int byteRemapRGBA[] = {3, 0, 1, 2};
@@ -593,7 +593,7 @@ void Texture::transferFromImage(BufferedImage* image) {
}
MemSect(51);
#ifdef __PS3__
#if 0
data[0] = new ByteBuffer_IO(tempBytes.length);
#else
data[0] = ByteBuffer::allocateDirect(tempBytes.length);
@@ -647,7 +647,7 @@ void Texture::transferFromImage(BufferedImage* image) {
((x * 2 + 1) + (y * 2 + 1) * ow) * 4);
int c3 = data[level - 1]->getInt(
((x * 2 + 0) + (y * 2 + 1) * ow) * 4);
#ifndef _XBOX
#if 1
// 4J - convert our RGBA texels to ARGB that crispBlend
// is expecting 4jcraft, added uint cast to pervent
// shift of neg int
@@ -684,7 +684,7 @@ void Texture::transferFromImage(BufferedImage* image) {
}
MemSect(51);
#ifdef __PS3__
#if 0
data[level] = new ByteBuffer_IO(tempBytes.length);
#else
data[level] = ByteBuffer::allocateDirect(tempBytes.length);
@@ -795,7 +795,7 @@ void Texture::updateOnGPU() {
if (!m_bInitialised) {
RenderManager.TextureSetTextureLevels(m_iMipLevels); // 4J added
#ifdef __PSVITA__
#if 0
// AP - replace the dynamic ram buffer to one that points to a newly
// allocated video ram texture buffer. This means we don't have to
// memcpy the ram based buffer to it any more inside
@@ -817,7 +817,7 @@ void Texture::updateOnGPU() {
int levelWidth = width >> level;
int levelHeight = height >> level;
#ifdef __PSVITA__
#if 0
// AP - replace the dynamic ram buffer to one that points to a
// newly allocated video ram texture buffer. This means we don't
// have to memcpy the ram based buffer to it any more inside
@@ -840,7 +840,7 @@ void Texture::updateOnGPU() {
m_bInitialised = true;
} else {
#ifdef _XBOX
#if 0
RenderManager.TextureDataUpdate(data[0]->getBuffer(), 0);
#else
RenderManager.TextureDataUpdate(0, 0, width, height,
@@ -853,7 +853,7 @@ void Texture::updateOnGPU() {
int levelWidth = width >> level;
int levelHeight = height >> level;
#ifdef _XBOX
#if 0
RenderManager.TextureDataUpdate(data[level]->getBuffer(),
level);
#else