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WHBGfx - Separate ClearColor() and allow custom colors.
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@ -37,6 +37,9 @@ WHBGfxBeginRender();
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void
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WHBGfxFinishRender();
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void
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WHBGfxClearColor(float r, float g, float b, float a);
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void
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WHBGfxBeginRenderDRC();
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@ -64,6 +64,9 @@ sTvContextState = NULL;
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static GX2ContextState *
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sDrcContextState = NULL;
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static BOOL
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sDrawingTv = FALSE;
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static BOOL
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sGpuTimedOut = FALSE;
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@ -489,13 +492,25 @@ WHBGfxFinishRender()
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GX2SetDRCEnable(TRUE);
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}
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void
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WHBGfxClearColor(float r, float g, float b, float a)
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{
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if (sDrawingTv) {
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GX2ClearColor(&sTvColourBuffer, r, g, b, a);
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GX2ClearDepthStencilEx(&sTvDepthBuffer, sTvDepthBuffer.depthClear, sTvDepthBuffer.stencilClear, GX2_CLEAR_FLAGS_DEPTH | GX2_CLEAR_FLAGS_STENCIL);
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GX2SetContextState(sTvContextState);
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} else {
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GX2ClearColor(&sDrcColourBuffer, r, g, b, a);
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GX2ClearDepthStencilEx(&sDrcDepthBuffer, sDrcDepthBuffer.depthClear, sDrcDepthBuffer.stencilClear, GX2_CLEAR_FLAGS_DEPTH | GX2_CLEAR_FLAGS_STENCIL);
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GX2SetContextState(sDrcContextState);
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}
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}
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void
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WHBGfxBeginRenderDRC()
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{
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GX2SetContextState(sDrcContextState);
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GX2ClearColor(&sDrcColourBuffer, 0.0f, 1.0f, 0.0f, 1.0f);
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GX2ClearDepthStencilEx(&sDrcDepthBuffer, sDrcDepthBuffer.depthClear, sDrcDepthBuffer.stencilClear, GX2_CLEAR_FLAGS_DEPTH | GX2_CLEAR_FLAGS_STENCIL);
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GX2SetContextState(sDrcContextState);
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sDrawingTv = FALSE;
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}
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void
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@ -508,9 +523,7 @@ void
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WHBGfxBeginRenderTV()
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{
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GX2SetContextState(sTvContextState);
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GX2ClearColor(&sTvColourBuffer, 1.0f, 0.0f, 0.0f, 1.0f);
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GX2ClearDepthStencilEx(&sTvDepthBuffer, sTvDepthBuffer.depthClear, sTvDepthBuffer.stencilClear, GX2_CLEAR_FLAGS_DEPTH | GX2_CLEAR_FLAGS_STENCIL);
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GX2SetContextState(sTvContextState);
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sDrawingTv = TRUE;
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}
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void
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