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Move DebugOverlay rendering to the overlay screen, allowing drawing it on top of the menu
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15 files changed
+50
-27
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+7
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@@ -150,7 +150,11 @@ static void DrawFrameTiming(UIContext *ctx, const Bounds &bounds) {
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ctx->RebindTexture();
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}
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void DrawDebugOverlay(UIContext *ctx, const Bounds &bounds, const ControlMapper &controlMapper, DebugOverlay overlay) {
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void DrawControlMapperOverlay(UIContext *ctx, const Bounds &bounds, const ControlMapper &controlMapper) {
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DrawControlDebug(ctx, controlMapper, ctx->GetLayoutBounds());
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}
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void DrawDebugOverlay(UIContext *ctx, const Bounds &bounds, DebugOverlay overlay) {
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switch (overlay) {
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case DebugOverlay::DEBUG_STATS:
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DrawDebugStats(ctx, ctx->GetLayoutBounds());
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@@ -164,11 +168,7 @@ void DrawDebugOverlay(UIContext *ctx, const Bounds &bounds, const ControlMapper
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case DebugOverlay::AUDIO:
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DrawAudioDebugStats(ctx, ctx->GetLayoutBounds());
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break;
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case DebugOverlay::CONTROL:
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DrawControlDebug(ctx, controlMapper, ctx->GetLayoutBounds());
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break;
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#if !PPSSPP_PLATFORM(UWP) && !PPSSPP_PLATFORM(SWITCH)
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case DebugOverlay::GPU_PROFILE:
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if (g_Config.iGPUBackend == (int)GPUBackend::VULKAN || g_Config.iGPUBackend == (int)GPUBackend::OPENGL) {
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DrawGPUProfilerVis(ctx, gpu);
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@@ -180,5 +180,7 @@ void DrawDebugOverlay(UIContext *ctx, const Bounds &bounds, const ControlMapper
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}
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break;
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#endif
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default:
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break;
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}
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}
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