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ogl: use GL_RGBA instead of GL_RGBA8
8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly. Also we don't rely on exact 8 bit resolution.
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@ -168,16 +168,10 @@ void Init()
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glBindTexture(getFbType(), s_srcTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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u32 rgbaType;
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if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
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rgbaType = GL_RGBA;
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else
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rgbaType = GL_RGBA8;
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glGenTextures(1, &s_dstTexture);
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glBindTexture(GL_TEXTURE_2D, s_dstTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, rgbaType, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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CreatePrograms();
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}
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@ -399,7 +393,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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}
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else
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{
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glTexImage2D(getFbType(), 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
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glTexImage2D(getFbType(), 0, GL_RGBA, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
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0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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s_srcTextureWidth = (GLsizei)srcFmtWidth;
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s_srcTextureHeight = (GLsizei)srcHeight;
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