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https://github.com/Lime3DS/Lime3DS
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common_types: Changed BasicRect back to Rect, in the common namespace
Only Rect is in the namespace for now; the rest of common should be added in the future
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9216c96f48
commit
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3 changed files with 9 additions and 7 deletions
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@ -100,16 +100,17 @@ union t128 {
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__m128 a; ///< 128-bit floating point (__m128 maps to the XMM[0-7] registers)
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__m128 a; ///< 128-bit floating point (__m128 maps to the XMM[0-7] registers)
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};
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};
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namespace common {
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/// Rectangle data structure
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/// Rectangle data structure
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class BasicRect {
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class Rect {
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public:
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public:
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BasicRect(int x0=0, int y0=0, int x1=0, int y1=0) {
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Rect(int x0=0, int y0=0, int x1=0, int y1=0) {
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x0_ = x0;
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x0_ = x0;
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y0_ = y0;
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y0_ = y0;
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x1_ = x1;
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x1_ = x1;
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y1_ = y1;
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y1_ = y1;
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}
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}
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~BasicRect() { }
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~Rect() { }
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int x0_; ///< Rect top left X-coordinate
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int x0_; ///< Rect top left X-coordinate
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int y0_; ///< Rect top left Y-coordinate
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int y0_; ///< Rect top left Y-coordinate
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@ -119,7 +120,8 @@ public:
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inline u32 width() const { return abs(x1_ - x0_); }
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inline u32 width() const { return abs(x1_ - x0_); }
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inline u32 height() const { return abs(y1_ - y0_); }
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inline u32 height() const { return abs(y1_ - y0_); }
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inline bool operator == (const BasicRect& val) const {
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inline bool operator == (const Rect& val) const {
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return (x0_ == val.x0_ && y0_ == val.y0_ && x1_ == val.x1_ && y1_ == val.y1_);
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return (x0_ == val.x0_ && y0_ == val.y0_ && x1_ == val.x1_ && y1_ == val.y1_);
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}
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}
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};
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};
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}
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@ -37,7 +37,7 @@ void RendererOpenGL::SwapBuffers() {
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// EFB->XFB copy
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// EFB->XFB copy
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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// register write We're also treating both framebuffers as a single one in OpenGL.
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// register write We're also treating both framebuffers as a single one in OpenGL.
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BasicRect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
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common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
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RenderXFB(framebuffer_size, framebuffer_size);
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RenderXFB(framebuffer_size, framebuffer_size);
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// XFB->Window copy
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// XFB->Window copy
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@ -75,7 +75,7 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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* @param src_rect Source rectangle in XFB to copy
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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*/
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void RendererOpenGL::RenderXFB(const BasicRect& src_rect, const BasicRect& dst_rect) {
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void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
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FlipFramebuffer(LCD::GetFramebufferPointer(LCD::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
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@ -28,7 +28,7 @@ public:
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* @param src_rect Source rectangle in XFB to copy
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* @param src_rect Source rectangle in XFB to copy
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
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*/
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void RenderXFB(const BasicRect& src_rect, const BasicRect& dst_rect);
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void RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect);
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/**
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/**
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* Set the emulator window to use for renderer
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* Set the emulator window to use for renderer
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