jbhook: Finalise half-baked "rotate window" hooks
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@@ -146,8 +146,10 @@ static void fb_init(void) {
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static void __stdcall hook_glFlush(void) {
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// 3 bytes per RGB pixel
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uint8_t pixels_raw[W*H*3];
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uint8_t pixels_rot[W*H*3];
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// these could really be stack variables but they are too big for gcc's
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// default stack size, and it's no problem for 6MiB of data to hang around
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static uint8_t pixels_raw[W*H*3];
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static uint8_t pixels_rot[W*H*3];
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glReadPixels(0, 0, H, W, GL_RGB, GL_UNSIGNED_BYTE, pixels_raw);
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@@ -185,7 +187,7 @@ static void __stdcall hook_glFlush(void) {
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// insufficiently generic compared to something in opengl32.dll, but the render
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// loop of the game makes it very difficult to "catch" the rendering at the
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// right place otherwise. This works with all horizontal jubeats, and they
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// stopped needing rotation past copious.
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// stopped needing rotation fixes starting with saucer.
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static void hook_glBindFramebufferEXT(GLenum target, GLuint framebuffer) {
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fb_init();
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