Add internal 2D drawing library that goes through the Ge emulation for portability.
To be used for things like sceUtility* and other overlays like FPS and stats.
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39 changed files with 847 additions and 136 deletions
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@ -47,6 +47,9 @@
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#include "../../GPU/GLES/ShaderManager.h"
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#include "../../GPU/GPUState.h"
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// Internal drawing library
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#include "../Util/PPGeDraw.h"
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extern ShaderManager shaderManager;
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struct FrameBufferState
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@ -138,6 +141,14 @@ void hleEnterVblank(u64 userdata, int cyclesLate)
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framebufIsLatched = false;
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}
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// Draw screen overlays before blitting. Saves and restores the Ge context.
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/*
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PPGeBegin();
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PPGeDrawImage(I_LOGO, 5, 5, 0, 0xFFFFFFFF);
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PPGeDrawText("This is PPGeDraw speaking", 10, 100, 0, 0.5f, 0xFFFFFFFF);
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PPGeEnd();
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*/
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// Yeah, this has to be the right moment to end the frame. Should possibly blit the right buffer
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// depending on what's set in sceDisplaySetFramebuf, in order to support half-framerate games -
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// an initial hack could be to NOT end the frame if the buffer didn't change? that should work okay.
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