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Cleanup, fix the shader viewer UI
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parent
680bb2bf22
commit
97c5094ff2
@ -534,6 +534,7 @@ void DrawBuffer::MeasureTextRect(FontID font_id, std::string_view text, const Bo
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std::string toMeasure = std::string(text);
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std::string toMeasure = std::string(text);
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AtlasWordWrapper wrapper(*font, fontscalex, toMeasure, bounds.w, wrap);
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AtlasWordWrapper wrapper(*font, fontscalex, toMeasure, bounds.w, wrap);
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toMeasure = wrapper.Wrapped();
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toMeasure = wrapper.Wrapped();
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MeasureText(font_id, toMeasure, w, h);
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} else {
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} else {
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MeasureText(font_id, text, w, h);
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MeasureText(font_id, text, w, h);
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}
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}
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@ -1369,6 +1369,9 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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framebufferBound = true;
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framebufferBound = true;
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}
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}
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draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
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draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
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} else {
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// Some other screen bound the backbuffer first.
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framebufferBound = true;
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}
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}
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g_OSD.NudgeSidebar();
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g_OSD.NudgeSidebar();
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@ -1376,6 +1379,7 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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if (mode & ScreenRenderMode::TOP) {
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if (mode & ScreenRenderMode::TOP) {
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System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
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System_Notify(SystemNotification::KEEP_SCREEN_AWAKE);
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} else if (!Core_ShouldRunBehind() && strcmp(screenManager()->topScreen()->tag(), "DevMenu") != 0) {
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} else if (!Core_ShouldRunBehind() && strcmp(screenManager()->topScreen()->tag(), "DevMenu") != 0) {
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// NOTE: The strcmp is != 0 - so all popped-over screens EXCEPT DevMenu
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// Just to make sure.
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// Just to make sure.
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if (PSP_IsInited() && !skipBufferEffects) {
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if (PSP_IsInited() && !skipBufferEffects) {
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_dbg_assert_(gpu);
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_dbg_assert_(gpu);
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@ -1383,7 +1387,7 @@ ScreenRenderFlags EmuScreen::render(ScreenRenderMode mode) {
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gpu->CopyDisplayToOutput(true);
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gpu->CopyDisplayToOutput(true);
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PSP_EndHostFrame();
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PSP_EndHostFrame();
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}
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}
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if (!framebufferBound && (!gpu || !gpu->PresentedThisFrame())) {
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if (!framebufferBound) {
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_Behind");
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, }, "EmuScreen_Behind");
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}
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}
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// Need to make sure the UI texture is available, for "darken".
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// Need to make sure the UI texture is available, for "darken".
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