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FramebufferManager: Support saving EFB to save state
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@ -644,4 +644,24 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
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return ss.str();
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}
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std::string GenerateEFBRestorePixelShader()
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{
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std::stringstream ss;
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EmitSamplerDeclarations(ss, 0, 2, false);
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EmitPixelMainDeclaration(ss, 1, 0, "float4",
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GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
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ss << "{\n";
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ss << " float3 coords = float3(v_tex0.x, "
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<< (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin ? "1.0 - " : "")
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<< "v_tex0.y, v_tex0.z);\n";
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ss << " ocol0 = ";
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EmitSampleTexture(ss, 0, "coords");
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ss << ";\n";
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ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
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EmitSampleTexture(ss, 1, "coords");
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ss << ".r;\n";
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ss << "}\n";
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return ss.str();
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}
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} // namespace FramebufferShaderGen
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