Merge branch 'master' of github.com:ancurio/mkxp
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						commit
						91f042197b
					
				
					 1 changed files with 15 additions and 29 deletions
				
			
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			@ -92,11 +92,9 @@ struct PingPong
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	{
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		screenW = width;
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		screenH = height;
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		for (int i = 0; i < 2; ++i)
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		{
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			TEX::bind(rt[i].tex);
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			TEX::allocEmpty(width, height);
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		}
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			TEXFBO::allocEmpty(rt[i], width, height);
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	}
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	void startRender()
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			@ -476,9 +474,7 @@ struct GraphicsPrivate
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	bool frozen;
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	TEXFBO frozenScene;
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	TEXFBO currentScene;
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	Quad screenQuad;
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	TEXFBO transBuffer;
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	/* Global list of all live Disposables
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	 * (disposed on reset) */
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			@ -504,26 +500,15 @@ struct GraphicsPrivate
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		TEXFBO::allocEmpty(frozenScene, scRes.x, scRes.y);
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		TEXFBO::linkFBO(frozenScene);
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		TEXFBO::init(currentScene);
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		TEXFBO::allocEmpty(currentScene, scRes.x, scRes.y);
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		TEXFBO::linkFBO(currentScene);
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		FloatRect screenRect(0, 0, scRes.x, scRes.y);
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		screenQuad.setTexPosRect(screenRect, screenRect);
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		TEXFBO::init(transBuffer);
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		TEXFBO::allocEmpty(transBuffer, scRes.x, scRes.y);
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		TEXFBO::linkFBO(transBuffer);
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		fpsLimiter.resetFrameAdjust();
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	}
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	~GraphicsPrivate()
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	{
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		TEXFBO::fini(frozenScene);
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		TEXFBO::fini(currentScene);
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		TEXFBO::fini(transBuffer);
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	}
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	void updateScreenResoRatio(RGSSThreadData *rtData)
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			@ -729,8 +714,15 @@ void Graphics::transition(int duration,
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	setBrightness(255);
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	/* The PP frontbuffer will hold the current scene after the
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	 * composition step. Since the backbuffer is unused during
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	 * the transition, we can reuse it as the target buffer for
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	 * the final rendered image. */
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	TEXFBO ¤tScene = p->screen.getPP().frontBuffer();
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	TEXFBO &transBuffer  = p->screen.getPP().backBuffer();
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	/* Capture new scene */
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	p->compositeToBuffer(p->currentScene);
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	p->screen.composite();
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	/* If no transition bitmap is provided,
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	 * we can use a simplified shader */
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			@ -743,7 +735,7 @@ void Graphics::transition(int duration,
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		shader.bind();
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		shader.applyViewportProj();
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		shader.setFrozenScene(p->frozenScene.tex);
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		shader.setCurrentScene(p->currentScene.tex);
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		shader.setCurrentScene(currentScene.tex);
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		shader.setTransMap(transMap->getGLTypes().tex);
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		shader.setVague(vague / 256.0f);
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		shader.setTexSize(p->scRes);
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			@ -754,7 +746,7 @@ void Graphics::transition(int duration,
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		shader.bind();
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		shader.applyViewportProj();
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		shader.setFrozenScene(p->frozenScene.tex);
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		shader.setCurrentScene(p->currentScene.tex);
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		shader.setCurrentScene(currentScene.tex);
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		shader.setTexSize(p->scRes);
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	}
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			@ -798,7 +790,7 @@ void Graphics::transition(int duration,
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		/* Draw the composed frame to a buffer first
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		 * (we need this because we're skipping PingPong) */
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		FBO::bind(p->transBuffer.fbo);
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		FBO::bind(transBuffer.fbo);
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		FBO::clear();
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		p->screenQuad.draw();
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			@ -809,7 +801,7 @@ void Graphics::transition(int duration,
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		FBO::clear();
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		GLMeta::blitBeginScreen(Vec2i(p->winSize));
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		GLMeta::blitSource(p->transBuffer);
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		GLMeta::blitSource(transBuffer);
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		p->metaBlitBufferFlippedScaled();
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		GLMeta::blitEnd();
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			@ -952,17 +944,11 @@ void Graphics::resizeScreen(int width, int height)
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	p->screen.setResolution(width, height);
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	TEX::bind(p->frozenScene.tex);
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	TEX::allocEmpty(width, height);
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	TEX::bind(p->currentScene.tex);
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	TEX::allocEmpty(width, height);
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	TEXFBO::allocEmpty(p->frozenScene, width, height);
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	FloatRect screenRect(0, 0, width, height);
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	p->screenQuad.setTexPosRect(screenRect, screenRect);
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	TEX::bind(p->transBuffer.tex);
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	TEX::allocEmpty(width, height);
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	shState->eThread().requestWindowResize(width, height);
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}
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