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PSP2: remove code duplication in psp2 graphicsmanager
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parent
edef1d5076
commit
6f2a8bdbca
@ -214,229 +214,6 @@ void PSP2SdlGraphicsManager::updateShader() {
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}
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}
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void PSP2SdlGraphicsManager::internUpdateScreen() {
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SDL_Surface *srcSurf, *origSurf;
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int height, width;
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ScalerProc *scalerProc;
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int scale1;
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// definitions not available for non-DEBUG here. (needed this to compile in SYMBIAN32 & linux?)
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#if defined(DEBUG)
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assert(_hwScreen != NULL);
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assert(_hwScreen->map->sw_data != NULL);
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#endif
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// If the shake position changed, fill the dirty area with blackness
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if (_currentShakePos != _newShakePos ||
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(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
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SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_newShakePos * _videoMode.scaleFactor)};
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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blackrect.h = real2Aspect(blackrect.h - 1) + 1;
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SDL_FillRect(_hwScreen, &blackrect, 0);
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_currentShakePos = _newShakePos;
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_forceRedraw = true;
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}
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// Check whether the palette was changed in the meantime and update the
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// screen surface accordingly.
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if (_screen && _paletteDirtyEnd != 0) {
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SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
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_paletteDirtyStart,
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_paletteDirtyEnd - _paletteDirtyStart);
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_paletteDirtyEnd = 0;
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_forceRedraw = true;
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}
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if (!_overlayVisible) {
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origSurf = _screen;
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srcSurf = _tmpscreen;
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width = _videoMode.screenWidth;
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height = _videoMode.screenHeight;
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scalerProc = _scalerProc;
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scale1 = _videoMode.scaleFactor;
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} else {
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origSurf = _overlayscreen;
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srcSurf = _tmpscreen2;
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width = _videoMode.overlayWidth;
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height = _videoMode.overlayHeight;
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scalerProc = Normal1x;
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scale1 = 1;
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}
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// Add the area covered by the mouse cursor to the list of dirty rects if
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// we have to redraw the mouse.
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if (_cursorNeedsRedraw)
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undrawMouse();
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#ifdef USE_OSD
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updateOSD();
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#endif
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// Force a full redraw if requested
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if (_forceRedraw) {
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_numDirtyRects = 1;
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_dirtyRectList[0].x = 0;
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_dirtyRectList[0].y = 0;
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_dirtyRectList[0].w = width;
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_dirtyRectList[0].h = height;
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}
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// Only draw anything if necessary
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if (_numDirtyRects > 0 || _cursorNeedsRedraw) {
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SDL_Rect *r;
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SDL_Rect dst;
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uint32 srcPitch, dstPitch;
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SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;
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for (r = _dirtyRectList; r != lastRect; ++r) {
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dst = *r;
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dst.x++; // Shift rect by one since 2xSai needs to access the data around
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dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
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if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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SDL_LockSurface(srcSurf);
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srcPitch = srcSurf->pitch;
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dstPitch = _hwScreen->pitch;
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for (r = _dirtyRectList; r != lastRect; ++r) {
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register int dst_y = r->y + _currentShakePos;
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register int dst_h = 0;
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#ifdef USE_SCALERS
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register int orig_dst_y = 0;
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#endif
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register int rx1 = r->x * scale1;
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if (dst_y < height) {
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dst_h = r->h;
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if (dst_h > height - dst_y)
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dst_h = height - dst_y;
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#ifdef USE_SCALERS
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orig_dst_y = dst_y;
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#endif
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dst_y = dst_y * scale1;
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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dst_y = real2Aspect(dst_y);
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assert(scalerProc != NULL);
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scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
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(byte *)_hwScreen->pixels + rx1 * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
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}
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r->x = rx1;
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r->y = dst_y;
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r->w = r->w * scale1;
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r->h = dst_h * scale1;
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#ifdef USE_SCALERS
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if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
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r->h = stretch200To240((uint8 *) _hwScreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
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#endif
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}
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SDL_UnlockSurface(srcSurf);
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// Readjust the dirty rect list in case we are doing a full update.
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// This is necessary if shaking is active.
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if (_forceRedraw) {
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_dirtyRectList[0].y = 0;
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_dirtyRectList[0].h = _videoMode.hardwareHeight;
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}
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drawMouse();
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#ifdef USE_OSD
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drawOSD();
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#endif
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#ifdef USE_SDL_DEBUG_FOCUSRECT
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// We draw the focus rectangle on top of everything, to assure it's easily visible.
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// Of course when the overlay is visible we do not show it, since it is only for game
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// specific focus.
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if (_enableFocusRect && !_overlayVisible) {
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int y = _focusRect.top + _currentShakePos;
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int h = 0;
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int x = _focusRect.left * scale1;
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int w = _focusRect.width() * scale1;
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if (y < height) {
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h = _focusRect.height();
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if (h > height - y)
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h = height - y;
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y *= scale1;
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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y = real2Aspect(y);
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if (h > 0 && w > 0) {
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// Use white as color for now.
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Uint32 rectColor = SDL_MapRGB(_hwScreen->format, 0xFF, 0xFF, 0xFF);
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// First draw the top and bottom lines
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// then draw the left and right lines
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if (_hwScreen->format->BytesPerPixel == 2) {
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uint16 *top = (uint16 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
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uint16 *bottom = (uint16 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 2);
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byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
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byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 2);
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while (w--) {
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*top++ = rectColor;
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*bottom++ = rectColor;
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}
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while (h--) {
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*(uint16 *)left = rectColor;
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*(uint16 *)right = rectColor;
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left += _hwScreen->pitch;
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right += _hwScreen->pitch;
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}
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} else if (_hwScreen->format->BytesPerPixel == 4) {
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uint32 *top = (uint32 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
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uint32 *bottom = (uint32 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 4);
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byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
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byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 4);
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while (w--) {
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*top++ = rectColor;
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*bottom++ = rectColor;
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}
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while (h--) {
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*(uint32 *)left = rectColor;
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*(uint32 *)right = rectColor;
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left += _hwScreen->pitch;
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right += _hwScreen->pitch;
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}
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}
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}
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}
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}
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#endif
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// Finally, blit all our changes to the screen
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if (!_displayDisabled) {
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PSP2_UpdateRects(_hwScreen, _numDirtyRects, _dirtyRectList);
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}
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}
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_numDirtyRects = 0;
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_forceRedraw = false;
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_cursorNeedsRedraw = false;
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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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@ -473,7 +250,7 @@ SDL_Surface *PSP2SdlGraphicsManager::SDL_SetVideoMode(int width, int height, int
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return screen;
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}
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void PSP2SdlGraphicsManager::PSP2_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
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void PSP2SdlGraphicsManager::SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
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int x, y, w, h;
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float sx, sy;
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float ratio = (float)screen->w / (float)screen->h;
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@ -39,11 +39,10 @@ protected:
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virtual void unloadGFXMode() override;
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virtual bool hotswapGFXMode() override;
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virtual void internUpdateScreen() override;
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virtual void updateShader() override;
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virtual void setAspectRatioCorrection(bool enable) override;
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virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) override;
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void PSP2_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
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virtual void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) override;
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void PSP2_UpdateFiltering();
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bool _hardwareAspectRatioCorrection;
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@ -187,8 +187,8 @@ protected:
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void deinitializeRenderer();
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void recreateScreenTexture();
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virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags);
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void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
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virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) override;
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virtual void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) override;
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#endif
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/** Unseen game screen */
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