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@@ -349,19 +349,15 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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state.Apply();
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state.Apply();
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}
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}
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-/**
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- * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
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- * rotation.
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- */
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-void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y,
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- float w, float h) {
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+void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
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+ float h) {
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auto& texcoords = screen_info.display_texcoords;
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auto& texcoords = screen_info.display_texcoords;
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std::array<ScreenRectVertex, 4> vertices = {{
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std::array<ScreenRectVertex, 4> vertices = {{
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- ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
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- ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
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- ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
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- ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
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+ ScreenRectVertex(x, y, texcoords.top, texcoords.left),
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+ ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left),
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+ ScreenRectVertex(x, y + h, texcoords.top, texcoords.right),
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+ ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right),
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}};
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}};
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state.texture_units[0].texture_2d = screen_info.display_texture;
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state.texture_units[0].texture_2d = screen_info.display_texture;
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@@ -378,9 +374,8 @@ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, floa
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* Draws the emulated screens to the emulator window.
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* Draws the emulated screens to the emulator window.
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*/
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*/
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void RendererOpenGL::DrawScreens() {
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void RendererOpenGL::DrawScreens() {
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- auto layout = render_window->GetFramebufferLayout();
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- const auto& top_screen = layout.top_screen;
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- const auto& bottom_screen = layout.bottom_screen;
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+ const auto& layout = render_window->GetFramebufferLayout();
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+ const auto& screen = layout.screen;
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glViewport(0, 0, layout.width, layout.height);
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glViewport(0, 0, layout.width, layout.height);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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@@ -394,15 +389,8 @@ void RendererOpenGL::DrawScreens() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uniform_color_texture, 0);
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glUniform1i(uniform_color_texture, 0);
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- if (layout.top_screen_enabled) {
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- DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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- (float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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- }
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- if (layout.bottom_screen_enabled) {
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- DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,
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- (float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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- (float)bottom_screen.GetHeight());
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- }
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+ DrawSingleScreen(screen_infos[0], (float)screen.left, (float)screen.top,
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+ (float)screen.GetWidth(), (float)screen.GetHeight());
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m_current_frame++;
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m_current_frame++;
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}
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}
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