Revert "Remove deprecated C3D functions. (#164)"

This reverts commit 71ecdd9aa5.
This commit is contained in:
2018-05-14 13:06:08 -04:00
parent 6d65770840
commit 90d316bd06

View File

@@ -113,8 +113,7 @@ void pp2d_draw_rectangle(int x, int y, int width, int height, u32 color)
{ {
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_CONSTANT, GPU_CONSTANT, 0); C3D_TexEnvSrc(env, C3D_Both, GPU_CONSTANT, GPU_CONSTANT, 0);
C3D_TexEnvOpRgb(env, 0, 0, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvOpAlpha(env, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE); C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
C3D_TexEnvColor(env, color); C3D_TexEnvColor(env, color);
@@ -332,15 +331,15 @@ Result pp2d_init(void)
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
topLeft = C3D_RenderTargetCreate(SCREEN_HEIGHT, TOP_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); topLeft = C3D_RenderTargetCreate(SCREEN_HEIGHT, TOP_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetClear(topLeft, C3D_CLEAR_ALL, BACKGROUND_COLOR, 0); C3D_RenderTargetSetClear(topLeft, C3D_CLEAR_ALL, BACKGROUND_COLOR, 0);
C3D_RenderTargetSetOutput(topLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(topLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
topRight = C3D_RenderTargetCreate(SCREEN_HEIGHT, TOP_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); topRight = C3D_RenderTargetCreate(SCREEN_HEIGHT, TOP_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetClear(topRight, C3D_CLEAR_ALL, BACKGROUND_COLOR, 0); C3D_RenderTargetSetClear(topRight, C3D_CLEAR_ALL, BACKGROUND_COLOR, 0);
C3D_RenderTargetSetOutput(topRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(topRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
bot = C3D_RenderTargetCreate(SCREEN_HEIGHT, BOTTOM_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); bot = C3D_RenderTargetCreate(SCREEN_HEIGHT, BOTTOM_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetClear(bot, C3D_CLEAR_ALL, BACKGROUND_COLOR, 0); C3D_RenderTargetSetClear(bot, C3D_CLEAR_ALL, BACKGROUND_COLOR, 0);
C3D_RenderTargetSetOutput(bot, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(bot, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
res = fontEnsureMapped(); res = fontEnsureMapped();
@@ -607,12 +606,12 @@ void pp2d_set_screen_color(gfxScreen_t target, u32 color)
{ {
if (target == GFX_TOP) if (target == GFX_TOP)
{ {
C3D_RenderTargetClear(topLeft, C3D_CLEAR_ALL, color, 0); C3D_RenderTargetSetClear(topLeft, C3D_CLEAR_ALL, color, 0);
C3D_RenderTargetClear(topRight, C3D_CLEAR_ALL, color, 0); C3D_RenderTargetSetClear(topRight, C3D_CLEAR_ALL, color, 0);
} }
else else
{ {
C3D_RenderTargetClear(bot, C3D_CLEAR_ALL, color, 0); C3D_RenderTargetSetClear(bot, C3D_CLEAR_ALL, color, 0);
} }
} }
@@ -627,8 +626,7 @@ static void pp2d_set_text_color(u32 color)
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_RGB, GPU_CONSTANT, 0, 0); C3D_TexEnvSrc(env, C3D_RGB, GPU_CONSTANT, 0, 0);
C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0, GPU_CONSTANT, 0); C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0, GPU_CONSTANT, 0);
C3D_TexEnvOpRgb(env, 0, 0, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvOpAlpha(env, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE); C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE); C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
C3D_TexEnvColor(env, color); C3D_TexEnvColor(env, color);
@@ -777,8 +775,7 @@ void pp2d_texture_draw(void)
C3D_TexBind(0, &textures[id].tex); C3D_TexBind(0, &textures[id].tex);
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_CONSTANT, 0); C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_CONSTANT, 0);
C3D_TexEnvOpRgb(env, 0, 0, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvOpAlpha(env, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE); C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
C3D_TexEnvColor(env, textureData.color); C3D_TexEnvColor(env, textureData.color);