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https://github.com/isledecomp/isle-portable.git
synced 2026-02-03 12:31:15 +00:00
Update renderer.cpp (clang-formatted)
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3b9ca55bb9
commit
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@ -18,7 +18,8 @@ struct IsleGX2Backend {
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WHBGfxShaderGroup shaderGroup;
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WHBGfxShaderGroup shaderGroup;
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bool rendering = false;
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bool rendering = false;
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void Init(const char* shaderPath) {
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void Init(const char* shaderPath)
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{
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WHBLogUdpInit();
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WHBLogUdpInit();
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WHBProcInit();
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WHBProcInit();
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WHBGfxInit();
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WHBGfxInit();
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@ -26,7 +27,9 @@ struct IsleGX2Backend {
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char path[256];
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char path[256];
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sprintf(path, "%s/%s", WHBGetSdCardMountPath(), shaderPath);
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sprintf(path, "%s/%s", WHBGetSdCardMountPath(), shaderPath);
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FILE* f = fopen(path, "rb");
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FILE* f = fopen(path, "rb");
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if (!f) return;
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if (!f) {
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return;
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}
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fseek(f, 0, SEEK_END);
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fseek(f, 0, SEEK_END);
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size_t fsize = ftell(f);
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size_t fsize = ftell(f);
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rewind(f);
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rewind(f);
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@ -39,15 +42,21 @@ struct IsleGX2Backend {
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WHBGfxInitFetchShader(&shaderGroup);
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WHBGfxInitFetchShader(&shaderGroup);
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}
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}
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void StartFrame() {
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void StartFrame()
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if (rendering) return;
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{
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if (rendering) {
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return;
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}
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WHBGfxBeginRender();
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WHBGfxBeginRender();
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WHBGfxBeginRenderTV();
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WHBGfxBeginRenderTV();
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rendering = true;
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rendering = true;
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}
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}
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void EndFrame() {
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void EndFrame()
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if (!rendering) return;
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{
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if (!rendering) {
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return;
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}
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WHBGfxFinishRenderTV();
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WHBGfxFinishRenderTV();
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WHBGfxBeginRenderDRC();
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WHBGfxBeginRenderDRC();
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WHBGfxFinishRenderDRC();
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WHBGfxFinishRenderDRC();
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@ -55,16 +64,16 @@ struct IsleGX2Backend {
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rendering = false;
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rendering = false;
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}
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}
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void Clear(float r, float g, float b) {
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void Clear(float r, float g, float b)
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{
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StartFrame();
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StartFrame();
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WHBGfxClearColor(r, g, b, 1.0f);
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WHBGfxClearColor(r, g, b, 1.0f);
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}
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}
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void Flip() {
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void Flip() { EndFrame(); }
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EndFrame();
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}
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void Shutdown() {
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void Shutdown()
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{
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WHBUnmountSdCard();
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WHBUnmountSdCard();
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WHBGfxShutdown();
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WHBGfxShutdown();
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WHBProcShutdown();
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WHBProcShutdown();
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@ -74,9 +83,27 @@ struct IsleGX2Backend {
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static IsleGX2Backend g_backend;
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static IsleGX2Backend g_backend;
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extern "C" void IsleBackendInit(const char* shaderPath) { g_backend.Init(shaderPath); }
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extern "C" void IsleBackendInit(const char* shaderPath)
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extern "C" void IsleBackendStartFrame() { g_backend.StartFrame(); }
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{
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extern "C" void IsleBackendEndFrame() { g_backend.EndFrame(); }
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g_backend.Init(shaderPath);
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extern "C" void IsleBackendClear(float r, float g, float b) { g_backend.Clear(r, g, b); }
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}
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extern "C" void IsleBackendFlip() { g_backend.Flip(); }
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extern "C" void IsleBackendStartFrame()
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extern "C" void IsleBackendShutdown() { g_backend.Shutdown(); }
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{
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g_backend.StartFrame();
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}
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extern "C" void IsleBackendEndFrame()
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{
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g_backend.EndFrame();
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}
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extern "C" void IsleBackendClear(float r, float g, float b)
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{
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g_backend.Clear(r, g, b);
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}
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extern "C" void IsleBackendFlip()
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{
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g_backend.Flip();
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}
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extern "C" void IsleBackendShutdown()
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{
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g_backend.Shutdown();
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}
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