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Vita: Connecting to multiplayer works probably
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parent
11b96ef7e5
commit
5a4827f034
@ -61,7 +61,7 @@ static void guInit(void) {
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sceGuScissor(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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sceGuDisable(GU_SCISSOR_TEST);
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sceGuEnable(GU_CLIP_PLANES);
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sceGuEnable(GU_CLIP_PLANES); // TODO: swap near/far instead of this?
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sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
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sceGuFinish();
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@ -217,6 +217,7 @@ void Gfx_CalcPerspectiveMatrix(struct Matrix* matrix, float fov, float aspect, f
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matrix->row3.W = -1.0f;
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matrix->row4.Z = -(2.0f * zFar * zNear) / (zFar - zNear);
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matrix->row4.W = 0.0f;
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// TODO: should direct3d9 one be used insted with clip range from -1,1 ?
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}
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@ -354,15 +354,16 @@ static cc_result Socket_Poll(cc_socket s, int mode, cc_bool* success) {
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SceNetEpollEvent ev = { 0 };
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// to match select, closed socket still counts as readable
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int flags = mode == SOCKET_POLL_READ ? (SCE_NET_EPOLLIN | SCE_NET_EPOLLHUP) : SCE_NET_EPOLLOUT;
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int res;
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int res, num_events;
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ev.data.fd = s;
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ev.events = flags;
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if ((res = sceNetEpollControl(epoll_id, SCE_NET_EPOLL_CTL_ADD, s, &ev))) return res;
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res = sceNetEpollWait(epoll_id, &ev, 1, 0);
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if ((res = sceNetEpollControl(epoll_id, SCE_NET_EPOLL_CTL_ADD, s, &ev))) return res;
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num_events = sceNetEpollWait(epoll_id, &ev, 1, 0);
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sceNetEpollControl(epoll_id, SCE_NET_EPOLL_CTL_DEL, s, NULL);
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if (res) return res;
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if (num_events < 0) return num_events;
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if (num_events == 0) return ERR_NOT_SUPPORTED; // TODO when can this ever happen?
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*success = (ev.events & flags) != 0;
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return 0;
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