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wiiu/render: Stub UpdateViewport / UpdateClipRect
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@ -159,6 +159,9 @@ WIIU_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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// Update context state
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GX2SetContextState(&data->ctx);
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GX2SetColorBuffer(&data->cbuf, GX2_RENDER_TARGET_0);
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// These may be unnecessary - see SDL_render.c: SDL_SetRenderTarget's calls
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// to UpdateViewport and UpdateClipRect. TODO for once the render is
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// basically working.
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GX2SetViewport(0, 0, (float)data->cbuf.surface.width, (float)data->cbuf.surface.height, 0.0f, 1.0f);
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GX2SetScissor(0, 0, (float)data->cbuf.surface.width, (float)data->cbuf.surface.height);
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@ -172,7 +175,7 @@ WIIU_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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WIIU_RenderData *data = (WIIU_RenderData *) renderer->driverdata;
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GX2Texture *wiiu_tex = (GX2Texture*) texture->driverdata;
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//TODO: Move texCoord/pos math to shader
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//TODO: Move texCoord/pos math to shader / GX2SetViewport
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float transform_x, transform_y;
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if (renderer->viewport.x || renderer->viewport.y) {
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transform_x = (((renderer->viewport.x + dstrect->x) / (float)data->cbuf.surface.width) * 2.0f)-1.0f;
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@ -54,4 +54,16 @@ WIIU_GetOutputSize(SDL_Renderer * renderer, int *w, int *h) {
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SDL_GetWindowSize(renderer->window, w, h);
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}
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// We handle all viewport changes in the render functions and shaders, so we
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// don't actually have to do anything here. SDL still requires we implement it.
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static int WIIU_UpdateViewport(SDL_Renderer * renderer) {
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return 0;
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}
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// Ideally this should change the GX2SetScissor values, but SetRenderTarget
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// needs refactoring first or these get overwritten.
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static int WIIU_UpdateClipRect(SDL_Renderer * renderer) {
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return 0;
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}
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#endif //SDL_VIDEO_RENDER_WIIU
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