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https://github.com/hrydgard/ppsspp.git
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More simplification
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27d5c5a2d4
commit
b9283b70d9
1 file changed
+9
-15
@@ -445,6 +445,11 @@ void FramebufferManagerVulkan::DrawFramebufferToOutput(const u8 *srcPixels, GEBu
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VkPipeline postShaderProgram_ = VK_NULL_HANDLE;
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VkPipeline program = pipelineBasicTex_;
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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program = postShaderProgram_;
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}
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CardboardSettings cardboardSettings;
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GetCardboardSettings(&cardboardSettings);
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@@ -459,20 +464,13 @@ void FramebufferManagerVulkan::DrawFramebufferToOutput(const u8 *srcPixels, GEBu
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vp.width = cardboardSettings.screenWidth;
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vp.height = cardboardSettings.screenHeight;
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vkCmdSetViewport(curCmd_, 0, 1, &vp);
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
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} else {
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, pipelineBasicTex_, ROTATION_LOCKED_HORIZONTAL);
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}
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, program, ROTATION_LOCKED_HORIZONTAL);
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// Right Eye Image
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vp.x = cardboardSettings.rightEyeXPosition;
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vkCmdSetViewport(curCmd_, 0, 1, &vp);
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
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} else {
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, pipelineBasicTex_, ROTATION_LOCKED_HORIZONTAL);
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}
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, program, ROTATION_LOCKED_HORIZONTAL);
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} else {
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// Fullscreen Image
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vp.x = 0.0f;
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@@ -480,11 +478,7 @@ void FramebufferManagerVulkan::DrawFramebufferToOutput(const u8 *srcPixels, GEBu
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vp.width = pixelWidth_;
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vp.height = pixelHeight_;
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vkCmdSetViewport(curCmd_, 0, 1, &vp);
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, uvRotation);
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} else {
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, pipelineBasicTex_, uvRotation);
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}
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, program, uvRotation);
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}
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}
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