add frame flipping code
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7dada3bef4
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@ -644,12 +644,42 @@ texture_t gs_create_volumetexture_from_file(const char *file, uint32_t flags)
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return NULL;
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}
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void gs_draw_sprite(texture_t tex)
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static inline void assign_sprite_uv(float *start, float *end, bool flip)
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{
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if (!flip) {
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*start = 0.0f;
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*end = 1.0f;
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} else {
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*start = 1.0f;
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*end = 0.0f;
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}
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}
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static inline void build_sprite(struct vb_data *data, float fcx, float fcy,
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uint32_t flip)
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{
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struct vec2 *tvarray = data->tvarray[0].array;
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float start_u, end_u;
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float start_v, end_v;
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assign_sprite_uv(&start_u, &end_u, (flip & GS_FLIP_U) != 0);
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assign_sprite_uv(&start_v, &end_v, (flip & GS_FLIP_V) != 0);
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vec3_zero(data->points);
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vec3_set(data->points+1, fcx, 0.0f, 0.0f);
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vec3_set(data->points+2, 0.0f, fcy, 0.0f);
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vec3_set(data->points+3, fcx, fcy, 0.0f);
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vec2_set(tvarray, start_u, start_v);
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vec2_set(tvarray+1, end_u, start_v);
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vec2_set(tvarray+2, start_u, end_v);
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vec2_set(tvarray+3, end_u, end_v);
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}
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void gs_draw_sprite(texture_t tex, uint32_t flip)
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{
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graphics_t graphics = thread_graphics;
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float fcx, fcy;
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struct vb_data *data;
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struct vec2 *tvarray;
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assert(tex);
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@ -662,15 +692,7 @@ void gs_draw_sprite(texture_t tex)
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fcy = (float)texture_getheight(tex);
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data = vertexbuffer_getdata(graphics->sprite_buffer);
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tvarray = data->tvarray[0].array;
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vec3_zero(data->points);
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vec3_set(data->points+1, fcx, 0.0f, 0.0f);
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vec3_set(data->points+2, 0.0f, fcy, 0.0f);
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vec3_set(data->points+3, fcx, fcy, 0.0f);
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vec2_zero(tvarray);
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vec2_set(tvarray+1, 1.0f, 0.0f);
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vec2_set(tvarray+2, 0.0f, 1.0f);
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vec2_set(tvarray+3, 1.0f, 1.0f);
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build_sprite(data, fcx, fcy, flip);
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vertexbuffer_flush(graphics->sprite_buffer, false);
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gs_load_vertexbuffer(graphics->sprite_buffer);
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gs_load_indexbuffer(NULL);
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@ -479,7 +479,10 @@ EXPORT texture_t gs_create_cubetexture_from_file(const char *flie,
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EXPORT texture_t gs_create_volumetexture_from_file(const char *flie,
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uint32_t flags);
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EXPORT void gs_draw_sprite(texture_t tex);
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#define GS_FLIP_U (1<<0)
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#define GS_FLIP_V (1<<1)
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EXPORT void gs_draw_sprite(texture_t tex, uint32_t flip);
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EXPORT void gs_draw_cube_backdrop(texture_t cubetex, const struct quat *rot,
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float left, float right, float top, float bottom, float znear);
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@ -411,7 +411,7 @@ static void obs_source_draw_texture(texture_t tex, struct source_frame *frame)
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param = effect_getparambyname(effect, "diffuse");
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effect_settexture(effect, param, tex);
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gs_draw_sprite(tex);
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gs_draw_sprite(tex, frame->flip ? GS_FLIP_V : 0);
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technique_endpass(tech);
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technique_end(tech);
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@ -427,10 +427,8 @@ static void obs_source_render_async_video(obs_source_t source)
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if (!source->timing_set && source->audio_buffer.num)
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obs_source_flush_audio_buffer(source);
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if (set_texture_size(source, frame)) {
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source->flip = frame->flip;
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if (set_texture_size(source, frame))
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obs_source_draw_texture(source->output_texture, frame);
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}
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obs_source_releaseframe(source, frame);
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}
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@ -214,7 +214,6 @@ struct obs_source {
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uint64_t last_frame_timestamp;
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uint64_t last_sys_timestamp;
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texture_t output_texture;
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bool flip;
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audio_line_t audio_line;
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DARRAY(struct audiobuf) audio_buffer;
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@ -69,7 +69,7 @@ void test_video_render(struct test_filter *tf)
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technique_begin(tech);
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technique_beginpass(tech, 0);
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gs_draw_sprite(tex);
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gs_draw_sprite(tex, 0);
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technique_endpass(tech);
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technique_end(tech);
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@ -68,7 +68,7 @@ void random_video_render(struct random_tex *rt, obs_source_t filter_target)
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technique_begin(tech);
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technique_beginpass(tech, 0);
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gs_draw_sprite(rt->texture);
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gs_draw_sprite(rt->texture, 0);
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technique_endpass(tech);
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technique_end(tech);
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