(Partially) slip thin3d underneath DrawBuffer.

This commit is contained in:
Henrik Rydgard committed 2014-08-22 20:54:53 +02:00
1 parent dfbb0bdea2
commit 808f05da89
14 files changed
+31 -177

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+4 -6
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@@ -50,7 +50,6 @@
#include "UI/ui_atlas.h"
#include "UI/OnScreenDisplay.h"
#include "UI/GamepadEmu.h"
#include "UI/UIShader.h"
#include "UI/MainScreen.h"
#include "UI/EmuScreen.h"
#include "UI/DevScreens.h"
@@ -705,14 +704,14 @@ void EmuScreen::render() {
if (useBufferedRendering)
fbo_unbind();
UIShader_Prepare();
uiTexture->Bind(0);
screenManager()->getUIContext()->RebindTexture();
Thin3DContext *thin3d = screenManager()->getThin3DContext();
glstate.viewport.set(0, 0, pixel_xres, pixel_yres);
glstate.viewport.restore();
ui_draw2d.Begin(UIShader_Get(), DBMODE_NORMAL);
thin3d->SetBlendState(thin3d->GetBlendStatePreset(BS_STANDARD_ALPHA));
ui_draw2d.Begin(thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D), DBMODE_NORMAL);
if (root_) {
UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
@@ -757,7 +756,6 @@ void EmuScreen::render() {
ui_draw2d.SetFontScale(1.0f, 1.0f);
}
glsl_bind(UIShader_Get());
ui_draw2d.End();
ui_draw2d.Flush();