printf("Framebuffer scaling x%d\n", fbscale);
}
- xsz = fb_width * fbscale;
- ysz = fb_height * fbscale;
+ xsz = FB_WIDTH * fbscale;
+ ysz = FB_HEIGHT * fbscale;
/* now start_loadscr sets up fb_pixels to the space used by the loading image,
* so no need to allocate another framebuffer
*/
#if 0
/* allocate 1 extra row as a guard band, until we fucking fix the rasterizer */
- if(!(fb_pixels = malloc(fb_width * (fb_height + 1) * fb_bpp / CHAR_BIT))) {
+ if(!(fb_pixels = malloc(FB_WIDTH * (FB_HEIGHT + 1) * FB_BPP / CHAR_BIT))) {
fprintf(stderr, "failed to allocate virtual framebuffer\n");
return 1;
}
#endif
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE);
- if(!(fbsurf = SDL_SetVideoMode(xsz, ysz, fb_bpp, sdl_flags))) {
- fprintf(stderr, "failed to set video mode %dx%d %dbpp\n", fb_width, fb_height, fb_bpp);
+ if(!(fbsurf = SDL_SetVideoMode(xsz, ysz, FB_BPP, sdl_flags))) {
+ fprintf(stderr, "failed to set video mode %dx%d %dbpp\n", FB_WIDTH, FB_HEIGHT, FB_BPP);
/*free(fb_pixels);*/
SDL_Quit();
return 1;
sptr = fb_pixels;
dptr = (unsigned short*)fbsurf->pixels + (fbsurf->w - xsz) / 2;
- for(i=0; i<fb_height; i++) {
- for(j=0; j<fb_width; j++) {
+ for(i=0; i<FB_HEIGHT; i++) {
+ for(j=0; j<FB_WIDTH; j++) {
int x, y;
unsigned short pixel = *sptr++;
}
dptr += fbscale;
}
- dptr += (fbsurf->w - fb_width) * fbscale;
+ dptr += (fbsurf->w - FB_WIDTH) * fbscale;
}
if(SDL_MUSTLOCK(fbsurf)) {
SDL_Surface *newsurf;
unsigned int newflags = sdl_flags ^ SDL_FULLSCREEN;
- if(!(newsurf = SDL_SetVideoMode(xsz, ysz, fb_bpp, newflags))) {
+ if(!(newsurf = SDL_SetVideoMode(xsz, ysz, FB_BPP, newflags))) {
fprintf(stderr, "failed to go %s\n", newflags & SDL_FULLSCREEN ? "fullscreen" : "windowed");
return;
}