lr: crosshair not transparent with vk. Mazan can be played with gamepad
Use transparent quad pipeline to draw crosshairs and vmus Allow mazan and touchscreen games (manic panic, tduno, ...) to be played with a gamepad.
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210100a108
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fb4e653269
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@ -309,11 +309,13 @@ bool VulkanContext::init(retro_hw_render_interface_vulkan *retro_render_if)
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shaderManager = std::make_unique<ShaderManager>();
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quadPipeline = std::make_unique<QuadPipeline>(true, false);
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quadPipelineWithAlpha = std::make_unique<QuadPipeline>(false, false);
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quadDrawer = std::make_unique<QuadDrawer>();
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quadPipeline->Init(shaderManager.get(), *renderPass, 0);
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quadPipelineWithAlpha->Init(shaderManager.get(), *renderPass, 0);
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quadDrawer->Init(quadPipeline.get());
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overlay = std::make_unique<VulkanOverlay>();
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overlay->Init(quadPipeline.get());
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overlay->Init(quadPipelineWithAlpha.get());
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textureCache = std::make_unique<TextureCache>();
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return true;
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@ -428,6 +430,7 @@ void VulkanContext::term()
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commandPool.Term();
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quadDrawer.reset();
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quadPipeline.reset();
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quadPipelineWithAlpha.reset();
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renderPass.reset();
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shaderManager.reset();
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ShaderCompiler::Term();
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@ -138,6 +138,7 @@ private:
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vk::UniqueRenderPass renderPass;
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std::unique_ptr<ShaderManager> shaderManager;
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std::unique_ptr<QuadPipeline> quadPipeline;
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std::unique_ptr<QuadPipeline> quadPipelineWithAlpha;
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std::unique_ptr<QuadDrawer> quadDrawer;
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std::vector<vk::UniqueFramebuffer> framebuffers;
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std::vector<std::unique_ptr<FramebufferAttachment>> colorAttachments;
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@ -2650,7 +2650,7 @@ static void UpdateInputStateNaomi(u32 port)
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// -- mouse, for rotary encoders
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updateMouseState(port);
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// lightgun with analog stick
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if (settings.input.JammaSetup == JVS::LightGun || settings.input.JammaSetup == JVS::LightGunAsAnalog)
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if (settings.input.lightgunGame)
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{
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updateLightgunCoordinatesFromAnalogStick(port);
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if (input_cb(port, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_RELOAD))
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