Get rid of this messy code

This commit is contained in:
twinaphex 2016-01-08 17:58:53 +01:00
parent 3a7c219e6f
commit 39dc2a0d05
2 changed files with 0 additions and 56 deletions

View File

@ -23,9 +23,6 @@
#include <formats/rpng.h>
#endif
#include <formats/tga.h>
#ifdef _XBOX1
#include "../common/d3d_common.h"
#endif
#include "../../file_ops.h"
#include "../../verbosity.h"
@ -162,60 +159,14 @@ static bool rpng_gx_convert_texture32(struct texture_image *image)
void texture_image_free(struct texture_image *img)
{
#ifdef _XBOX1
LPDIRECT3DTEXTURE d3dt = (LPDIRECT3DTEXTURE)img->texture_buf;
LPDIRECT3DVERTEXBUFFER d3dv = (LPDIRECT3DVERTEXBUFFER)img->vertex_buf;
#endif
if (!img)
return;
#ifdef _XBOX1
d3d_vertex_buffer_free(d3dv, NULL);
d3d_texture_free(d3dt);
#endif
if (img->pixels)
free(img->pixels);
memset(img, 0, sizeof(*img));
}
#ifdef _XBOX1
#include "../d3d/d3d.h"
bool texture_image_load(struct texture_image *out_img, const char *path)
{
D3DXIMAGE_INFO image_info;
d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(false);
LPDIRECT3DTEXTURE d3dt = (LPDIRECT3DTEXTURE)out_img->texture_buf;
LPDIRECT3DVERTEXBUFFER d3dv = (LPDIRECT3DVERTEXBUFFER)out_img->vertex_buf;
d3dv = NULL;
d3dt = d3d_texture_new(d3d->dev, path,
D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT,
D3DX_DEFAULT, 0, &image_info, NULL);
if (!d3dt)
return false;
/* create a vertex buffer for the quad that will display the texture */
d3dv = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new(
d3d->dev, 4 * sizeof(Vertex), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, NULL);
if (!d3dv)
goto error;
out_img->width = image_info.Width;
out_img->height = image_info.Height;
return true;
error:
d3d_texture_free(d3dt);
return false;
}
#else
bool texture_image_load(struct texture_image *out_img, const char *path)
{
unsigned r_shift, g_shift, b_shift, a_shift;
@ -269,4 +220,3 @@ bool texture_image_load(struct texture_image *out_img, const char *path)
return ret;
}
#endif

View File

@ -36,12 +36,6 @@ struct texture_image
{
unsigned width;
unsigned height;
#ifdef _XBOX1
unsigned x;
unsigned y;
void *texture_buf;
void *vertex_buf;
#endif
uint32_t *pixels;
};