Adds PSP2 platform.
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@@ -378,6 +378,11 @@ RwGrabScreen(RwCamera *camera, RwChar *filename)
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#define TILE_WIDTH 576
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#define TILE_HEIGHT 432
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#ifdef PSP2
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extern GLuint fxfb;
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bool using_fbo = false;
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#endif
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void
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DoRWStuffEndOfFrame(void)
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{
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@@ -385,6 +390,19 @@ DoRWStuffEndOfFrame(void)
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CDebug::DebugDisplayTextBuffer();
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FlushObrsPrintfs();
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RwCameraEndUpdate(Scene.camera);
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#if defined(PSP2) && defined(EXTENDED_COLOURFILTER)
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// Arm the next frame's capture: bind our FBO once CPostFX has asked for it, so
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// the scene renders into fxraster and the colour filter can sample it.
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if(CPostFX::NeedBackBuffer()){
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if (using_fbo) {
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glBindFramebuffer(GL_FRAMEBUFFER, fxfb);
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using_fbo = false;
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} else
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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#endif
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RsCameraShowRaster(Scene.camera);
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#ifndef MASTER
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char s[48];
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@@ -1496,7 +1514,12 @@ Render2dStuff(void)
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firstPersonWeapon = true;
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// Draw black border for sniper and rocket launcher
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#ifdef FIX_BUGS
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// The rocket launcher has no scope, so the border just blacks out the screen.
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if(weaponType == WEAPONTYPE_SNIPERRIFLE && firstPersonWeapon){
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#else
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if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){
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#endif
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CRGBA black(0, 0, 0, 255);
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// top and bottom strips
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