mirror of
https://github.com/libretro/RetroArch
synced 2025-03-28 08:37:41 +00:00
Should hopefully fix flickering :v
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parent
560cafccaf
commit
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28
gfx/gl.c
28
gfx/gl.c
@ -60,10 +60,10 @@
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#endif
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static const GLfloat vertexes[] = {
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0, 0, 0,
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0, 1, 0,
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1, 1, 0,
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1, 0, 0
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0, 0,
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0, 1,
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1, 1,
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1, 0
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};
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static const GLfloat tex_coords[] = {
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@ -384,12 +384,12 @@ static void gl_render_msg(gl_t *gl, const char *msg)
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if (!gl->font)
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return;
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GLfloat font_vertex[12];
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GLfloat font_vertex[8];
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// Deactivate custom shaders. Enable the font texture.
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gl_shader_use(0);
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glBindTexture(GL_TEXTURE_2D, gl->font_tex);
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glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), font_vertex);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), font_vertex);
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), tex_coords); // Use the static one (uses whole texture).
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// Need blending.
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@ -409,12 +409,12 @@ static void gl_render_msg(gl_t *gl, const char *msg)
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font_vertex[0] = lx;
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font_vertex[1] = ly;
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font_vertex[3] = lx;
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font_vertex[4] = hy;
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font_vertex[2] = lx;
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font_vertex[3] = hy;
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font_vertex[4] = hx;
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font_vertex[5] = hy;
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font_vertex[6] = hx;
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font_vertex[7] = hy;
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font_vertex[9] = hx;
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font_vertex[10] = ly;
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font_vertex[7] = ly;
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glPixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(head->pitch));
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glPixelStorei(GL_UNPACK_ROW_LENGTH, head->pitch);
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@ -429,7 +429,7 @@ static void gl_render_msg(gl_t *gl, const char *msg)
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// Go back to old rendering path.
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
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glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes);
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glBindTexture(GL_TEXTURE_2D, gl->texture);
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glDisable(GL_BLEND);
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#endif
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@ -727,8 +727,8 @@ static void* gl_init(video_info_t *video, const input_driver_t **input, void **i
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gl->base_size = video->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DITHER);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DITHER);
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glColor4f(1, 1, 1, 1);
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glClearColor(0, 0, 0, 1);
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@ -748,7 +748,7 @@ static void* gl_init(video_info_t *video, const input_driver_t **input, void **i
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), vertexes);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), vertexes);
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memcpy(gl->tex_coords, tex_coords, sizeof(tex_coords));
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glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), gl->tex_coords);
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