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DS: Allocate palette on stack instead
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633d6abbec
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@ -152,10 +152,10 @@ void Gfx_DisableTextureOffset(void) {
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static int FindColorInPalette(cc_uint16* pal, int pal_size, cc_uint16 col) {
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if ((col >> 15) == 0) return 0;
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for (int i = 1; i < pal_size; i++) {
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if(pal[i] == col) return i;
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for (int i = 1; i < pal_size; i++)
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{
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if (pal[i] == col) return i;
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}
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return -1;
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}
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@ -173,8 +173,7 @@ GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags,
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// Palettize texture if possible
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int pal_size = 1;
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cc_uint16* tmp_palette = Mem_TryAlloc(256, 2);
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if (!tmp_palette) return 0;
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cc_uint16 tmp_palette[256];
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tmp_palette[0] = 0;
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for (int i = 0; i < bmp->width * bmp->height; i++) {
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@ -188,58 +187,60 @@ GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags,
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tmp_palette[pal_size - 1] = col;
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}
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}
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int texFormat = GL_RGBA;
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if(pal_size <= 4) texFormat = GL_RGB4;
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else if(pal_size <= 16) texFormat = GL_RGB16;
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else if(pal_size <= 256) texFormat = GL_RGB256;
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if(texFormat != GL_RGBA) {
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char* tmp_chr = (char*) tmp;
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for (int i = 0; i < bmp->width * bmp->height; i++) {
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cc_uint16 col = tmp[i];
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int idx = FindColorInPalette(tmp_palette, pal_size, col);
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if(texFormat == GL_RGB256) {
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tmp_chr[i] = idx;
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} else if(texFormat == GL_RGB16) {
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if((i & 1) == 0) {
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tmp_chr[i >> 1] = idx;
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} else {
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tmp_chr[i >> 1] |= idx << 4;
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}
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} else {
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if((i & 3) == 0) {
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tmp_chr[i >> 2] = idx;
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} else {
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tmp_chr[i >> 2] |= idx << (2 * (i & 3));
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}
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}
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}
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}
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// Load texture in vram
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int textureID;
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glGenTextures(1, &textureID);
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glBindTexture(0, textureID);
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glTexImage2D(0, 0, texFormat, bmp->width, bmp->height, 0, 0, tmp);
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if (texFormat != GL_RGBA) {
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int glPalSize;
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if(texFormat == GL_RGB4) glPalSize = 4;
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else if(texFormat == GL_RGB16) glPalSize = 16;
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else glPalSize = 256;
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glColorTableEXT(0, 0, glPalSize, 0, 0, tmp_palette);
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char* tmp_chr = (char*)tmp;
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if (pal_size <= 4) {
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for (int i = 0; i < bmp->width * bmp->height; i++)
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{
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cc_uint16 col = tmp[i];
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int idx = FindColorInPalette(tmp_palette, pal_size, col);
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if ((i & 3) == 0) {
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tmp_chr[i >> 2] = idx;
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} else {
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tmp_chr[i >> 2] |= idx << (2 * (i & 3));
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}
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}
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glTexImage2D(0, 0, GL_RGB4, bmp->width, bmp->height, 0, 0, tmp);
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glColorTableEXT(0, 0, 4, 0, 0, tmp_palette);
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} else if (pal_size <= 16) {
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for (int i = 0; i < bmp->width * bmp->height; i++)
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{
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cc_uint16 col = tmp[i];
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int idx = FindColorInPalette(tmp_palette, pal_size, col);
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if ((i & 1) == 0) {
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tmp_chr[i >> 1] = idx;
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} else {
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tmp_chr[i >> 1] |= idx << 4;
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}
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}
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glTexImage2D(0, 0, GL_RGB16, bmp->width, bmp->height, 0, 0, tmp);
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glColorTableEXT(0, 0, 16, 0, 0, tmp_palette);
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} else if(pal_size <= 256) {
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for (int i = 0; i < bmp->width * bmp->height; i++)
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{
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cc_uint16 col = tmp[i];
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tmp_chr[i] = FindColorInPalette(tmp_palette, pal_size, col);
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}
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glTexImage2D(0, 0, GL_RGB256, bmp->width, bmp->height, 0, 0, tmp);
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glColorTableEXT(0, 0, 256, 0, 0, tmp_palette);
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} else {
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glTexImage2D(0, 0, GL_RGBA, bmp->width, bmp->height, 0, 0, tmp);
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}
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glTexParameter(0, GL_TEXTURE_WRAP_S | GL_TEXTURE_WRAP_T | TEXGEN_TEXCOORD | GL_TEXTURE_COLOR0_TRANSPARENT);
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cc_uint16* vram_ptr = glGetTexturePointer(textureID);
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if (!vram_ptr) Platform_Log2("No VRAM for %i x %i texture", &bmp->width, &bmp->height);
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Mem_Free(tmp);
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Mem_Free(tmp_palette);
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return (void*)textureID;
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}
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@ -591,7 +591,7 @@ void Platform_Init(void) {
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// So to avoid having the stack overlapping the heap when more stack space
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// is used, manually reduce the heap limit by 32 kb
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extern char* fake_heap_end;
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fake_heap_end -= 32768;
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if (fake_heap_end) fake_heap_end -= 32768;
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InitFilesystem();
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InitNetworking();
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