jbhook: Finalise half-baked "rotate window" hooks

This commit is contained in:
Will Toohey
2022-01-03 14:57:43 +10:00
parent 8de259c639
commit b42c9aa93b
6 changed files with 27 additions and 8 deletions
+5 -3
View File
@@ -146,8 +146,10 @@ static void fb_init(void) {
static void __stdcall hook_glFlush(void) {
// 3 bytes per RGB pixel
uint8_t pixels_raw[W*H*3];
uint8_t pixels_rot[W*H*3];
// these could really be stack variables but they are too big for gcc's
// default stack size, and it's no problem for 6MiB of data to hang around
static uint8_t pixels_raw[W*H*3];
static uint8_t pixels_rot[W*H*3];
glReadPixels(0, 0, H, W, GL_RGB, GL_UNSIGNED_BYTE, pixels_raw);
@@ -185,7 +187,7 @@ static void __stdcall hook_glFlush(void) {
// insufficiently generic compared to something in opengl32.dll, but the render
// loop of the game makes it very difficult to "catch" the rendering at the
// right place otherwise. This works with all horizontal jubeats, and they
// stopped needing rotation past copious.
// stopped needing rotation fixes starting with saucer.
static void hook_glBindFramebufferEXT(GLenum target, GLuint framebuffer) {
fb_init();