Wii U cleanup
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24d8f318e5
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e40de4992f
1 changed files with 10 additions and 8 deletions
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@ -112,6 +112,12 @@ bool WindowBackend_Software_CreateWindow(const char *window_title, int screen_wi
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GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
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{
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// Do some binding
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GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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return true;
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}
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@ -119,6 +125,8 @@ bool WindowBackend_Software_CreateWindow(const char *window_title, int screen_wi
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GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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}
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WHBGfxFreeShaderGroup(&shader_group);
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WHBGfxShutdown();
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free(fake_framebuffer);
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@ -134,6 +142,8 @@ void WindowBackend_Software_DestroyWindow(void)
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GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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WHBGfxFreeShaderGroup(&shader_group);
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WHBGfxShutdown();
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free(fake_framebuffer);
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@ -172,26 +182,18 @@ ATTRIBUTE_HOT void WindowBackend_Software_Display(void)
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// Draw to the TV
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WHBGfxBeginRenderTV();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
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GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
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GX2SetFetchShader(&shader_group.fetchShader);
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GX2SetVertexShader(shader_group.vertexShader);
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GX2SetPixelShader(shader_group.pixelShader);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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WHBGfxFinishRenderTV();
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// Draw to the gamepad
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WHBGfxBeginRenderDRC();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GX2SetPixelTexture(&screen_texture, shader_group.pixelShader->samplerVars[0].location);
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GX2SetPixelSampler(&sampler, shader_group.pixelShader->samplerVars[0].location);
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GX2SetFetchShader(&shader_group.fetchShader);
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GX2SetVertexShader(shader_group.vertexShader);
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GX2SetPixelShader(shader_group.pixelShader);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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WHBGfxFinishRenderDRC();
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