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render/wiiu: change origin to the upper left
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@ -89,29 +89,29 @@ int WIIU_SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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/* Save them */
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a_position_vals = GX2RLockBufferEx(a_position, 0);
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a_position_vals[0] = (WIIUVec2){.x = x_min, .y = y_min};
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a_position_vals[1] = (WIIUVec2){.x = x_max, .y = y_min};
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a_position_vals[2] = (WIIUVec2){.x = x_max, .y = y_max};
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a_position_vals[3] = (WIIUVec2){.x = x_min, .y = y_max};
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a_position_vals[0] = (WIIUVec2){.x = x_min, .y = y_max};
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a_position_vals[1] = (WIIUVec2){.x = x_max, .y = y_max};
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a_position_vals[2] = (WIIUVec2){.x = x_max, .y = y_min};
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a_position_vals[3] = (WIIUVec2){.x = x_min, .y = y_min};
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GX2RUnlockBufferEx(a_position, 0);
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/* Compute texture coords */
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a_texCoord_vals = GX2RLockBufferEx(a_texCoord, 0);
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a_texCoord_vals[0] = (WIIUVec2) {
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.x = srcrect->x,
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.y = srcrect->y + srcrect->h,
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.y = texture->h - srcrect->y - srcrect->h,
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};
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a_texCoord_vals[1] = (WIIUVec2) {
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.x = srcrect->x + srcrect->w,
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.y = srcrect->y + srcrect->h,
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.y = texture->h - srcrect->y - srcrect->h,
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};
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a_texCoord_vals[2] = (WIIUVec2) {
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.x = srcrect->x + srcrect->w,
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.y = srcrect->y,
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.y = texture->h - srcrect->y,
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};
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a_texCoord_vals[3] = (WIIUVec2) {
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.x = srcrect->x,
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.y = srcrect->y,
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.y = texture->h - srcrect->y,
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};
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GX2RUnlockBufferEx(a_texCoord, 0);
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@ -151,19 +151,19 @@ int WIIU_SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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WIIUVec2 rvb[4] = {
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{
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.x = (flip & SDL_FLIP_HORIZONTAL) ? x_max : x_min,
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.y = (flip & SDL_FLIP_VERTICAL) ? y_max : y_min,
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},
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{
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.x = (flip & SDL_FLIP_HORIZONTAL) ? x_min : x_max,
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.y = (flip & SDL_FLIP_VERTICAL) ? y_max : y_min,
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.y = (flip & SDL_FLIP_VERTICAL) ? y_min : y_max,
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},
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{
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.x = (flip & SDL_FLIP_HORIZONTAL) ? x_min : x_max,
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.y = (flip & SDL_FLIP_VERTICAL) ? y_min : y_max,
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},
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{
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.x = (flip & SDL_FLIP_HORIZONTAL) ? x_min : x_max,
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.y = (flip & SDL_FLIP_VERTICAL) ? y_max : y_min,
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},
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{
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.x = (flip & SDL_FLIP_HORIZONTAL) ? x_max : x_min,
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.y = (flip & SDL_FLIP_VERTICAL) ? y_min : y_max,
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.y = (flip & SDL_FLIP_VERTICAL) ? y_max : y_min,
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},
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};
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@ -204,19 +204,19 @@ int WIIU_SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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a_texCoord_vals = GX2RLockBufferEx(a_texCoord, 0);
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a_texCoord_vals[0] = (WIIUVec2) {
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.x = srcrect->x,
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.y = srcrect->y + srcrect->h,
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.y = texture->h - srcrect->y - srcrect->h,
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};
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a_texCoord_vals[1] = (WIIUVec2) {
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.x = srcrect->x + srcrect->w,
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.y = srcrect->y + srcrect->h,
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.y = texture->h - srcrect->y - srcrect->h,
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};
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a_texCoord_vals[2] = (WIIUVec2) {
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.x = srcrect->x + srcrect->w,
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.y = srcrect->y,
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.y = texture->h - srcrect->y,
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};
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a_texCoord_vals[3] = (WIIUVec2) {
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.x = srcrect->x,
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.y = srcrect->y,
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.y = texture->h - srcrect->y,
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};
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GX2RUnlockBufferEx(a_texCoord, 0);
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