Cleanup
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4d2a227068
commit
e687c502a9
1 changed files with 20 additions and 15 deletions
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@ -129,14 +129,7 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_w
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GX2_BLEND_MODE_ONE,
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GX2_BLEND_COMBINE_MODE_ADD);
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*/
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// Do some binding
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/*
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WHBGfxBeginRender();
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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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*/
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return framebuffer_surface;
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}
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@ -178,15 +171,15 @@ void RenderBackend_DrawScreen(void)
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// Make sure the buffers aren't currently being used before we modify them
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GX2DrawDone();
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// Set buffer to full-screen
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// Set buffer to (4:3) full-screen
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float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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position_pointer[0] = -1.0f;
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position_pointer[0] = -640.0f / 854.0f;
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position_pointer[1] = -1.0f;
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position_pointer[2] = 1.0f;
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position_pointer[2] = 640.0f / 854.0f;
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position_pointer[3] = -1.0f;
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position_pointer[4] = 1.0f;
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position_pointer[4] = 640.0f / 854.0f;
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position_pointer[5] = 1.0f;
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position_pointer[6] = -1.0f;
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position_pointer[6] = -640.0f / 854.0f;
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position_pointer[7] = 1.0f;
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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@ -202,45 +195,57 @@ void RenderBackend_DrawScreen(void)
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texture_coordinate_pointer[7] = 0.0f;
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GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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// Start drawing
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WHBGfxBeginRender();
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// Draw to the TV
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////////////////////
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// Draw to the TV //
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////////////////////
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WHBGfxBeginRenderTV();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// This might be needed? Not sure.
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// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
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// Select texture shader
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GX2SetFetchShader(&texture_shader.fetchShader);
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GX2SetVertexShader(texture_shader.vertexShader);
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GX2SetPixelShader(texture_shader.pixelShader);
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// Bind a few things
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GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.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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// Draw
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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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/////////////////////////
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// Draw to the gamepad //
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/////////////////////////
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WHBGfxBeginRenderDRC();
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WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// This might be needed? Not sure.
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// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
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// Select texture shader
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GX2SetFetchShader(&texture_shader.fetchShader);
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GX2SetVertexShader(texture_shader.vertexShader);
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GX2SetPixelShader(texture_shader.pixelShader);
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// Bind a few things
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GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.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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// Draw
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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WHBGfxFinishRenderDRC();
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