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Diffstat (limited to 'src/osd/windows/drawbgfx.c')
-rw-r--r--src/osd/windows/drawbgfx.c116
1 files changed, 58 insertions, 58 deletions
diff --git a/src/osd/windows/drawbgfx.c b/src/osd/windows/drawbgfx.c
index 1444138a0ad..3061f32b591 100644
--- a/src/osd/windows/drawbgfx.c
+++ b/src/osd/windows/drawbgfx.c
@@ -19,7 +19,7 @@
// MAMEOS headers
#include "window.h"
-#include <bgfxplatform.h>
+#include <bgfxplatform.h>
#include <bgfx.h>
class renderer_bgfx : public osd_renderer
@@ -95,7 +95,7 @@ int renderer_bgfx::create()
bgfx::winSetHwnd(window().m_hwnd);
bgfx::init();
bgfx::reset(rect_width(&client), rect_height(&client), BGFX_RESET_VSYNC);
-
+
// Enable debug text.
bgfx::setDebug(BGFX_DEBUG_STATS);// BGFX_DEBUG_TEXT);
@@ -165,70 +165,70 @@ int renderer_bgfx::draw(int update)
*/
case render_primitive::LINE:
// check if it's really a point
-/*
- if (((prim->bounds.x1 - prim->bounds.x0) == 0) && ((prim->bounds.y1 - prim->bounds.y0) == 0))
- {
- curPrimitive=GL_POINTS;
- } else {
- curPrimitive=GL_LINES;
- }
-
- if(pendingPrimitive!=GL_NO_PRIMITIVE && pendingPrimitive!=curPrimitive)
- {
- glEnd();
- pendingPrimitive=GL_NO_PRIMITIVE;
- }
-
- if ( pendingPrimitive==GL_NO_PRIMITIVE )
- {
- set_blendmode(sdl, PRIMFLAG_GET_BLENDMODE(prim->flags));
- }
-
- glColor4f(prim->color.r, prim->color.g, prim->color.b, prim->color.a);
-
- if(pendingPrimitive!=curPrimitive)
- {
- glBegin(curPrimitive);
- pendingPrimitive=curPrimitive;
- }
-
- // check if it's really a point
- if (curPrimitive==GL_POINTS)
- {
- glVertex2f(prim->bounds.x0+hofs, prim->bounds.y0+vofs);
- }
- else
- {
- glVertex2f(prim->bounds.x0+hofs, prim->bounds.y0+vofs);
- glVertex2f(prim->bounds.x1+hofs, prim->bounds.y1+vofs);
- }*/
+/*
+ if (((prim->bounds.x1 - prim->bounds.x0) == 0) && ((prim->bounds.y1 - prim->bounds.y0) == 0))
+ {
+ curPrimitive=GL_POINTS;
+ } else {
+ curPrimitive=GL_LINES;
+ }
+
+ if(pendingPrimitive!=GL_NO_PRIMITIVE && pendingPrimitive!=curPrimitive)
+ {
+ glEnd();
+ pendingPrimitive=GL_NO_PRIMITIVE;
+ }
+
+ if ( pendingPrimitive==GL_NO_PRIMITIVE )
+ {
+ set_blendmode(sdl, PRIMFLAG_GET_BLENDMODE(prim->flags));
+ }
+
+ glColor4f(prim->color.r, prim->color.g, prim->color.b, prim->color.a);
+
+ if(pendingPrimitive!=curPrimitive)
+ {
+ glBegin(curPrimitive);
+ pendingPrimitive=curPrimitive;
+ }
+
+ // check if it's really a point
+ if (curPrimitive==GL_POINTS)
+ {
+ glVertex2f(prim->bounds.x0+hofs, prim->bounds.y0+vofs);
+ }
+ else
+ {
+ glVertex2f(prim->bounds.x0+hofs, prim->bounds.y0+vofs);
+ glVertex2f(prim->bounds.x1+hofs, prim->bounds.y1+vofs);
+ }*/
break;
case render_primitive::QUAD:
/*
- if(pendingPrimitive!=GL_NO_PRIMITIVE)
- {
- glEnd();
- pendingPrimitive=GL_NO_PRIMITIVE;
- }
+ if(pendingPrimitive!=GL_NO_PRIMITIVE)
+ {
+ glEnd();
+ pendingPrimitive=GL_NO_PRIMITIVE;
+ }
+
+ glColor4f(prim->color.r, prim->color.g, prim->color.b, prim->color.a);
- glColor4f(prim->color.r, prim->color.g, prim->color.b, prim->color.a);
+ set_blendmode(sdl, PRIMFLAG_GET_BLENDMODE(prim->flags));
- set_blendmode(sdl, PRIMFLAG_GET_BLENDMODE(prim->flags));
+ texture = texture_update(window, prim, 0);
- texture = texture_update(window, prim, 0);
-
- sdl->texVerticex[0]=prim->bounds.x0 + hofs;
- sdl->texVerticex[1]=prim->bounds.y0 + vofs;
- sdl->texVerticex[2]=prim->bounds.x1 + hofs;
- sdl->texVerticex[3]=prim->bounds.y0 + vofs;
- sdl->texVerticex[4]=prim->bounds.x1 + hofs;
- sdl->texVerticex[5]=prim->bounds.y1 + vofs;
- sdl->texVerticex[6]=prim->bounds.x0 + hofs;
- sdl->texVerticex[7]=prim->bounds.y1 + vofs;
+ sdl->texVerticex[0]=prim->bounds.x0 + hofs;
+ sdl->texVerticex[1]=prim->bounds.y0 + vofs;
+ sdl->texVerticex[2]=prim->bounds.x1 + hofs;
+ sdl->texVerticex[3]=prim->bounds.y0 + vofs;
+ sdl->texVerticex[4]=prim->bounds.x1 + hofs;
+ sdl->texVerticex[5]=prim->bounds.y1 + vofs;
+ sdl->texVerticex[6]=prim->bounds.x0 + hofs;
+ sdl->texVerticex[7]=prim->bounds.y1 + vofs;
- glDrawArrays(GL_QUADS, 0, 4);
+ glDrawArrays(GL_QUADS, 0, 4);
*/
break;
@@ -238,7 +238,7 @@ int renderer_bgfx::draw(int update)
}
window().m_primlist->release_lock();
- // Advance to next frame. Rendering thread will be kicked to
+ // Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();