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Clean up OpenGL code and introduce the Framebuffer Manager. More work is forthcoming; I plan to implement resolution switching (while the game is running) and also multiple virtual XFBs for game-controlled buffer swapping.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3587 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -69,7 +69,6 @@ public:
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static float GetTargetScaleY();
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static void SetFramebuffer(GLuint fb);
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static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
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// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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// Thus, this call may be expensive. Don't repeat it unnecessarily.
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