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https://github.com/libretro/RetroArch
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ios: Apply a small patch to gfx/gl.c to allow HAVE_FBO to work.
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@ -39,8 +39,8 @@ static void gfx_ctx_destroy(void)
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static void gfx_ctx_get_video_size(unsigned *width, unsigned *height)
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{
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extern void get_game_view_size(unsigned *, unsigned *);
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get_game_view_size(width, height);
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extern void ios_get_game_view_size(unsigned *, unsigned *);
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ios_get_game_view_size(width, height);
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}
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static bool gfx_ctx_init(void)
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@ -50,8 +50,8 @@ static bool gfx_ctx_init(void)
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static void gfx_ctx_swap_buffers(void)
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{
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extern void flip_game_view();
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flip_game_view();
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extern void ios_flip_game_view();
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ios_flip_game_view();
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}
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static void gfx_ctx_check_window(bool *quit,
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6
gfx/gl.c
6
gfx/gl.c
@ -867,7 +867,13 @@ static void gl_frame_fbo(void *data, const struct gl_tex_info *tex_info)
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set_texture_coords(fbo_tex_coords, xamt, yamt);
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// Render our FBO texture to back buffer.
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#ifdef IOS
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// There is no default frame buffer on IOS.
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extern void ios_bind_game_view_fbo();
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ios_bind_game_view_fbo();
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#else
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pglBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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gl_shader_use_func(gl, gl->fbo_pass + 1);
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glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[gl->fbo_pass - 1]);
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@ -874,6 +874,7 @@
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"-DRARCH_PERFORMANCE_MODE",
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"-DPACKAGE_VERSION=\\\"1.0\\\"",
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"-std=gnu99",
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"-DHAVE_FBO",
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);
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SDKROOT = iphoneos;
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TARGETED_DEVICE_FAMILY = "1,2";
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@ -916,6 +917,7 @@
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"-DRARCH_PERFORMANCE_MODE",
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"-DPACKAGE_VERSION=\\\"1.0\\\"",
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"-std=gnu99",
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"-DHAVE_FBO",
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);
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SDKROOT = iphoneos;
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TARGETED_DEVICE_FAMILY = "1,2";
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@ -106,7 +106,7 @@ void ios_close_game()
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@end
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void flip_game_view()
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void ios_flip_game_view()
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{
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if (gl_view)
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{
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@ -115,7 +115,7 @@ void flip_game_view()
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}
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}
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void get_game_view_size(unsigned *width, unsigned *height)
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void ios_get_game_view_size(unsigned *width, unsigned *height)
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{
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if (gl_view)
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{
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@ -123,3 +123,11 @@ void get_game_view_size(unsigned *width, unsigned *height)
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*height = gl_view.bounds.size.height * screen_scale;
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}
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}
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void ios_bind_game_view_fbo()
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{
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if (gl_view)
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{
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[gl_view bindDrawable];
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}
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}
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