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FramebufferManager: Copy all EFB layers to the XFB framebuffer.
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@ -509,17 +509,20 @@ void XFBSource::CopyEFB(float Gamma)
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g_renderer->ResetAPIState();
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// Copy EFB data to XFB and restore render target again
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
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// Bind texture.
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FramebufferManager::FramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, texture, 0);
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for (int i = 0; i < m_layers; i++)
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{
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// Bind EFB and texture layer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer(i));
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0, i);
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glBlitFramebuffer(
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0, 0, texWidth, texHeight,
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0, 0, texWidth, texHeight,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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glBlitFramebuffer(
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0, 0, texWidth, texHeight,
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0, 0, texWidth, texHeight,
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GL_COLOR_BUFFER_BIT, GL_NEAREST
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);
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}
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// Return to EFB.
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FramebufferManager::SetFramebuffer(0);
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