mirror of
https://github.com/scummvm/scummvm.git
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307 lines
9.3 KiB
C++
307 lines
9.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#if defined(SDL_BACKEND)
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#include "backends/graphics/psp2sdl/psp2sdl-graphics.h"
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#include "backends/events/sdl/sdl-events.h"
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#include "backends/platform/sdl/sdl.h"
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#include "common/config-manager.h"
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#include "common/mutex.h"
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#include "common/textconsole.h"
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#include "common/translation.h"
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#include "common/util.h"
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#include "common/frac.h"
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#ifdef USE_RGB_COLOR
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#include "common/list.h"
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#endif
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#include "graphics/font.h"
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#include "graphics/fontman.h"
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#include "graphics/scaler.h"
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#include "graphics/scaler/aspect.h"
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#include "graphics/surface.h"
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#include "gui/EventRecorder.h"
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#include <vita2d_fbo.h>
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#include <lcd3x_v.h>
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#include <lcd3x_f.h>
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#include <texture_v.h>
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#include <texture_f.h>
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#include <advanced_aa_v.h>
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#include <advanced_aa_f.h>
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#include <scale2x_f.h>
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#include <scale2x_v.h>
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#include <sharp_bilinear_f.h>
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#include <sharp_bilinear_v.h>
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#include <sharp_bilinear_simple_f.h>
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#include <sharp_bilinear_simple_v.h>
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#define GFX_SHADER_NONE 0
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#define GFX_SHADER_LCD3X 1
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#define GFX_SHADER_SHARP 2
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#define GFX_SHADER_SHARP_SCAN 3
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#define GFX_SHADER_AAA 4
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#define GFX_SHADER_SCALE2X 5
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static const OSystem::GraphicsMode s_supportedShadersPSP2[] = {
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{"NONE", "Normal (no shader)", GFX_SHADER_NONE},
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{"LCD", "LCD", GFX_SHADER_LCD3X},
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{"Sharp", "Sharp", GFX_SHADER_SHARP},
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{"Scan", "Scan", GFX_SHADER_SHARP_SCAN},
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{"AAA", "Super2xSAI", GFX_SHADER_AAA},
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{"Scale", "Scale", GFX_SHADER_SCALE2X},
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{0, 0, 0}
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};
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PSP2SdlGraphicsManager::PSP2SdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window)
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:
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SurfaceSdlGraphicsManager(sdlEventSource, window),
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_vitatex_hwscreen(nullptr),
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_sdlpixels_hwscreen(nullptr) {
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// do aspect ratio correction in hardware on the Vita
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if (_videoMode.aspectRatioCorrection == true) {
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_hardwareAspectRatioCorrection = true;
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} else {
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_hardwareAspectRatioCorrection = false;
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}
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_videoMode.aspectRatioCorrection = false;
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// shader number 0 is the entry NONE (no shader)
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const OSystem::GraphicsMode *p = s_supportedShadersPSP2;
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_numShaders = 0;
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while (p->name) {
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_numShaders++;
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p++;
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}
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_currentShader = ConfMan.getInt("shader");
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if (_currentShader < 0 || _currentShader >= _numShaders) {
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_currentShader = 0;
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}
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_shaders[0] = NULL;
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}
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PSP2SdlGraphicsManager::~PSP2SdlGraphicsManager() {
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if (_vitatex_hwscreen) {
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vita2d_free_texture(_vitatex_hwscreen);
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for (int i = 0; i < 6; i++) {
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vita2d_free_shader(_shaders[i]);
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_shaders[i] = NULL;
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}
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_vitatex_hwscreen = NULL;
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}
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if (_hwScreen) {
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_hwScreen->pixels = _sdlpixels_hwscreen;
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}
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_sdlpixels_hwscreen = nullptr;
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}
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OSystem::TransactionError PSP2SdlGraphicsManager::endGFXTransaction() {
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OSystem::TransactionError returnValue = SurfaceSdlGraphicsManager::endGFXTransaction();
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// force update of filtering on Vita
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PSP2_UpdateFiltering();
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return returnValue;
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}
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void PSP2SdlGraphicsManager::setGraphicsModeIntern() {
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SurfaceSdlGraphicsManager::setGraphicsModeIntern();
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PSP2_UpdateFiltering();
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}
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void PSP2SdlGraphicsManager::PSP2_UpdateFiltering() {
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if (_vitatex_hwscreen) {
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if (_videoMode.filtering) {
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vita2d_texture_set_filters(_vitatex_hwscreen, SCE_GXM_TEXTURE_FILTER_LINEAR, SCE_GXM_TEXTURE_FILTER_LINEAR);
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} else {
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vita2d_texture_set_filters(_vitatex_hwscreen, SCE_GXM_TEXTURE_FILTER_POINT, SCE_GXM_TEXTURE_FILTER_POINT);
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}
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}
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}
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const OSystem::GraphicsMode *PSP2SdlGraphicsManager::getSupportedShaders() const {
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return s_supportedShadersPSP2;
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}
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void PSP2SdlGraphicsManager::unloadGFXMode() {
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if (_screen) {
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SDL_FreeSurface(_screen);
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_screen = NULL;
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}
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deinitializeRenderer();
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if (_hwScreen) {
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if (_vitatex_hwscreen) {
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vita2d_free_texture(_vitatex_hwscreen);
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for (int i = 0; i < 6; i++) {
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vita2d_free_shader(_shaders[i]);
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_shaders[i] = NULL;
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}
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_vitatex_hwscreen = NULL;
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}
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_hwScreen->pixels = _sdlpixels_hwscreen;
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}
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SurfaceSdlGraphicsManager::unloadGFXMode();
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}
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bool PSP2SdlGraphicsManager::hotswapGFXMode() {
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if (!_screen)
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return false;
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// Release the HW screen surface
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if (_hwScreen) {
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if (_vitatex_hwscreen) {
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vita2d_free_texture(_vitatex_hwscreen);
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for (int i = 0; i < 6; i++) {
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vita2d_free_shader(_shaders[i]);
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_shaders[i] = NULL;
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}
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_vitatex_hwscreen = NULL;
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}
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_hwScreen->pixels = _sdlpixels_hwscreen;
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}
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return SurfaceSdlGraphicsManager::hotswapGFXMode();
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}
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void PSP2SdlGraphicsManager::updateShader() {
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// shader init code goes here
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// currently only used on Vita port
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// the user-selected shaderID should be obtained via ConfMan.getInt("shader")
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// and the corresponding shader should then be activated here
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// this way the user can combine any software scaling (scalers)
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// with any hardware shading (shaders). The shaders could provide
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// scanline masks, overlays, but could also serve for
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// hardware-based up-scaling (sharp-bilinear-simple, etc.)
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if (_vitatex_hwscreen) {
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if (_shaders[0] == NULL) {
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// load shaders
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_shaders[GFX_SHADER_NONE] = vita2d_create_shader((const SceGxmProgram *)texture_v, (const SceGxmProgram *)texture_f);
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_shaders[GFX_SHADER_LCD3X] = vita2d_create_shader((const SceGxmProgram *)lcd3x_v, (const SceGxmProgram *)lcd3x_f);
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_shaders[GFX_SHADER_SHARP] = vita2d_create_shader((const SceGxmProgram *)sharp_bilinear_simple_v, (const SceGxmProgram *)sharp_bilinear_simple_f);
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_shaders[GFX_SHADER_SHARP_SCAN] = vita2d_create_shader((const SceGxmProgram *)sharp_bilinear_v, (const SceGxmProgram *)sharp_bilinear_f);
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_shaders[GFX_SHADER_AAA] = vita2d_create_shader((const SceGxmProgram *)advanced_aa_v, (const SceGxmProgram *)advanced_aa_f);
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_shaders[GFX_SHADER_SCALE2X] = vita2d_create_shader((const SceGxmProgram *)scale2x_v, (const SceGxmProgram *)scale2x_f);
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}
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if (_currentShader >= 0 && _currentShader < _numShaders) {
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vita2d_texture_set_program(_shaders[_currentShader]->vertexProgram, _shaders[_currentShader]->fragmentProgram);
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vita2d_texture_set_wvp(_shaders[_currentShader]->wvpParam);
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vita2d_texture_set_vertexInput(&_shaders[_currentShader]->vertexInput);
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vita2d_texture_set_fragmentInput(&_shaders[_currentShader]->fragmentInput);
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}
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}
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}
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void PSP2SdlGraphicsManager::setAspectRatioCorrection(bool enable) {
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Common::StackLock lock(_graphicsMutex);
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if (_oldVideoMode.setup && _hardwareAspectRatioCorrection == enable)
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return;
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if (_transactionMode == kTransactionActive) {
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_videoMode.aspectRatioCorrection = false;
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_hardwareAspectRatioCorrection = enable;
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// erase the screen for both buffers
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if (_vitatex_hwscreen) {
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for (int i = 0; i <= 10; i++) {
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vita2d_start_drawing();
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vita2d_clear_screen();
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vita2d_end_drawing();
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vita2d_swap_buffers();
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}
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}
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}
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}
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SDL_Surface *PSP2SdlGraphicsManager::SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) {
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SDL_Surface *screen = SurfaceSdlGraphicsManager::SDL_SetVideoMode(width, height, bpp, flags);
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if (screen != nullptr) {
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vita2d_set_vblank_wait(true);
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_vitatex_hwscreen = vita2d_create_empty_texture_format(width, height, SCE_GXM_TEXTURE_FORMAT_R5G6B5);
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_sdlpixels_hwscreen = screen->pixels; // for SDL_FreeSurface...
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screen->pixels = vita2d_texture_get_datap(_vitatex_hwscreen);
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screen->pitch = vita2d_texture_get_stride(_vitatex_hwscreen);
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updateShader();
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}
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return screen;
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}
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void PSP2SdlGraphicsManager::SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
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int screenH = screen->h;
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int screenW = screen->w;
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bool fullscreen = _videoMode.fullscreen;
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bool aspectRatioCorrection = _hardwareAspectRatioCorrection;
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const int dispW = 960;
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const int dispH = 544;
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int x, y, w, h;
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float sx, sy;
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float ratio = (float)screenW / (float)screenH;
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if (aspectRatioCorrection && (screenH == 200 || screenH == 400)) {
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ratio = 4.0 / 3.0;
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}
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if (fullscreen || screenH >= dispH) {
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h = dispH;
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w = h * ratio;
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} else {
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if (screenH <= dispH / 2 && screenW <= dispW / 2) {
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// Use Vita hardware 2x scaling if the picture is really small
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// this uses the current shader and filtering mode
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h = screenH * 2;
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w = screenW * 2;
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} else {
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h = screenH;
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w = screenW;
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}
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if (aspectRatioCorrection && (screenH == 200 || screenH == 400)) {
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// stretch the height only if it fits, otherwise make the width smaller
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if (((float)w * (1.0 / ratio)) <= (float)dispH) {
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h = w * (1.0 / ratio);
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} else {
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w = h * ratio;
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}
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}
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}
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x = (dispW - w) / 2;
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y = (dispH - h) / 2;
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sx = (float)w / (float)screenW;
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sy = (float)h / (float)screenH;
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if (_vitatex_hwscreen) {
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vita2d_start_drawing();
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vita2d_draw_texture_scale(_vitatex_hwscreen, x, y, sx, sy);
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vita2d_end_drawing();
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vita2d_swap_buffers();
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}
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}
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#endif
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