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Fixed crash in djui_gfx_render_texture_tile()
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1 changed files with 16 additions and 0 deletions
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@ -7,6 +7,7 @@
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#include "src/pc/gfx/gfx_window_manager_api.h"
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#include "gfx_dimensions.h"
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#include "djui_gfx.h"
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#include "pc/debuglog.h"
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const Gfx dl_djui_display_list_begin[] = {
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gsSPTextureAddrDjui(1),
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@ -102,7 +103,22 @@ void djui_gfx_render_texture(const u8* texture, u32 w, u32 h, u32 bitSize) {
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}
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void djui_gfx_render_texture_tile(const u8* texture, u32 w, u32 h, u32 bitSize, u32 tileX, u32 tileY, u32 tileW, u32 tileH) {
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if (!gDisplayListHead) {
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LOG_ERROR("Retrieved a null displaylist head");
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return;
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}
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if (!texture) {
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LOG_ERROR("Attempted to render null texture");
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return;
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}
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Vtx *vtx = alloc_display_list(sizeof(Vtx) * 4);
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if (!vtx) {
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LOG_ERROR("Failed to allocate vertices");
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return;
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}
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f32 aspect = tileH ? ((f32)tileW / (f32)tileH) : 1;
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// I don't know why adding 1 to all of the UVs seems to fix rendering, but it does...
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vtx[0] = (Vtx) {{{ 0, -1, 0 }, 0, { ( tileX * 512) / w + 1, ((tileY + tileH) * 512) / h }, { 0xff, 0xff, 0xff, 0xff }}};
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