Update native with gl shutdown fix (helps orientation change).
This also adds some logging that helped me figure things out.
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parent
8489bd15db
commit
39d28c27e2
5 changed files with 21 additions and 11 deletions
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@ -167,20 +167,25 @@ void FramebufferManager::SetNumExtraFBOs(int num) {
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void FramebufferManager::CompileDraw2DProgram() {
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if (!draw2dprogram_) {
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SetNumExtraFBOs(0);
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draw2dprogram_ = glsl_create_source(basic_vs, tex_fs);
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glsl_bind(draw2dprogram_);
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glUniform1i(draw2dprogram_->sampler0, 0);
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SetNumExtraFBOs(0);
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if (g_Config.bFXAA) {
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useFXAA_ = true;
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fxaaProgram_ = glsl_create("shaders/fxaa.vsh", "shaders/fxaa.fsh");
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glsl_bind(fxaaProgram_);
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glUniform1i(fxaaProgram_->sampler0, 0);
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SetNumExtraFBOs(1);
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float u_delta = 1.0f / PSP_CoreParameter().renderWidth;
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float v_delta = 1.0f / PSP_CoreParameter().renderHeight;
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glUniform2f(glsl_uniform_loc(fxaaProgram_, "u_texcoordDelta"), u_delta, v_delta);
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if (!fxaaProgram_) {
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ERROR_LOG(G3D, "Failed to build FXAA program");
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useFXAA_ = false;
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} else {
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glsl_bind(fxaaProgram_);
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glUniform1i(fxaaProgram_->sampler0, 0);
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SetNumExtraFBOs(1);
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float u_delta = 1.0f / PSP_CoreParameter().renderWidth;
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float v_delta = 1.0f / PSP_CoreParameter().renderHeight;
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glUniform2f(glsl_uniform_loc(fxaaProgram_, "u_texcoordDelta"), u_delta, v_delta);
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}
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} else {
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fxaaProgram_ = 0;
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useFXAA_ = false;
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@ -194,6 +199,8 @@ void FramebufferManager::DestroyDraw2DProgram() {
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if (draw2dprogram_) {
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glsl_destroy(draw2dprogram_);
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draw2dprogram_ = 0;
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}
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if (fxaaProgram_) {
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glsl_destroy(fxaaProgram_);
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fxaaProgram_ = 0;
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}
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