Fix build errors in PSP port

This commit is contained in:
Wouter Wijsman 2021-12-22 12:04:10 +01:00 committed by Sam Lantinga
parent 34e34ad5a5
commit 515b5f2a39
2 changed files with 12 additions and 4 deletions

View file

@ -1201,10 +1201,18 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
sceGuEnable(GU_TEXTURE_2D);
} else {
const VertTCV *verts = (VertTCV *) (gpumem + cmd->data.draw.first);
const Uint8 a = cmd->data.draw.a;
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
PSP_BlendState state = {
.color = GU_RGBA(r,g,b,a),
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
};
TextureActivate(cmd->data.draw.texture);
/* Need to force refresh of blending mode, probably something to FIXME */
PSP_SetBlendMode(renderer, SDL_BLENDMODE_INVALID);
PSP_SetBlendMode(renderer, cmd->data.draw.blend);
PSP_SetBlendState(renderer, &state);
sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
}
break;

View file

@ -173,7 +173,7 @@ PSP_VideoInit(_THIS)
display.current_mode = current_mode;
SDL_AddDisplayMode(&display, &current_mode);
SDL_AddVideoDisplay(&display);
SDL_AddVideoDisplay(&display, SDL_FALSE);
return 1;
}