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Fix ImDebugger rendering on D3D9 as well (although not very optimally).
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@ -574,6 +574,8 @@ public:
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void DrawIndexed(int vertexCount, int offset) override;
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void DrawUP(const void *vdata, int vertexCount) override;
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void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) override;
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void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) override;
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void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) override;
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uint64_t GetNativeObject(NativeObject obj, void *srcObject) override {
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@ -1186,6 +1188,26 @@ void D3D9Context::DrawIndexedUP(const void *vdata, int vertexCount, const void *
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vdata, curPipeline_->inputLayout->GetStride());
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}
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void D3D9Context::DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) {
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curPipeline_->inputLayout->Apply(device_);
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curPipeline_->Apply(device_, stencilRef_, stencilWriteMask_, stencilCompareMask_);
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ApplyDynamicState();
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// Suboptimal!
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for (int i = 0; i < draws.size(); i++) {
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RECT rc;
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rc.left = draws[i].clipx;
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rc.top = draws[i].clipy;
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rc.right = draws[i].clipx + draws[i].clipw;
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rc.bottom = draws[i].clipy + draws[i].cliph;
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device_->SetScissorRect(&rc);
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device_->DrawIndexedPrimitiveUP(curPipeline_->prim, 0, vertexCount, D3DPrimCount(curPipeline_->prim, draws[i].indexCount),
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(uint16_t *)idata + draws[i].indexOffset, D3DFMT_INDEX16,
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vdata, curPipeline_->inputLayout->GetStride());
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}
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}
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static uint32_t SwapRB(uint32_t c) {
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return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
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}
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@ -837,8 +837,9 @@ public:
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virtual void Draw(int vertexCount, int offset) = 0;
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virtual void DrawIndexed(int vertexCount, int offset) = 0; // Always 16-bit indices.
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virtual void DrawUP(const void *vdata, int vertexCount) = 0;
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virtual void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) = 0; // Supports 32-bit indices, for IMGUI use.
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virtual void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) {}
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virtual void DrawIndexedUP(const void *vdata, int vertexCount, const void *idata, int indexCount) = 0;
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// Intended for ImGui display lists, easier to do optimally this way.
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virtual void DrawIndexedClippedBatchUP(const void *vdata, int vertexCount, const void *idata, int indexCount, Slice<ClippedDraw> draws) = 0;
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// Frame management (for the purposes of sync and resource management, necessary with modern APIs). Default implementations here.
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virtual void BeginFrame(DebugFlags debugFlags) = 0;
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@ -1636,10 +1636,6 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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SetVRAppMode(screenManager()->topScreen() == this ? VRAppMode::VR_GAME_MODE : VRAppMode::VR_DIALOG_MODE);
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}
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if (!(mode & ScreenRenderMode::TOP)) {
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darken();
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}
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renderImDebugger();
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return flags;
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}
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