mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
delete unused variables, rename some functions - minor stuff.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2339 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -15,6 +15,9 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// Fast image conversion using OpenGL shaders.
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// This kind of stuff would be a LOT nicer with OpenCL.
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#include "TextureConverter.h"
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#include "TextureConversionShader.h"
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#include "PixelShaderCache.h"
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@ -27,7 +30,7 @@
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namespace TextureConverter
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{
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static GLuint s_frameBuffer = 0;
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static GLuint s_texConvFrameBuffer = 0;
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static GLuint s_srcTexture = 0; // for decoding from RAM
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static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
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@ -41,11 +44,10 @@ static FRAGMENTSHADER s_yuyvToRgbProgram;
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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void CreateRgbToYuyvProgram()
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{
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// output is BGRA because that is slightly faster than RGBA
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char *FProgram = (char *)
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const char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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@ -72,7 +74,7 @@ void CreateRgbToYuyvProgram()
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void CreateYuyvToRgbProgram()
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{
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char *FProgram = (char *)
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const char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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@ -99,7 +101,7 @@ void CreateYuyvToRgbProgram()
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FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
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{
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if(format > NUM_ENCODING_PROGRAMS)
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if (format > NUM_ENCODING_PROGRAMS)
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{
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PanicAlert("Unknown texture copy format: 0x%x\n", format);
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return s_encodingPrograms[0];
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@ -107,18 +109,18 @@ FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
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// todo - this does not handle the case that an application is using RGB555/4443
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// and switches EFB formats between a format that does and does not support alpha
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if(s_encodingPrograms[format].glprogid == 0)
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if (s_encodingPrograms[format].glprogid == 0)
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{
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char* shader = TextureConversionShader::GenerateEncodingShader(format);
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const char* shader = TextureConversionShader::GenerateEncodingShader(format);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_Config.iLog & CONF_SAVESHADERS && shader) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/enc_%04i.txt", FULL_DUMP_DIR, counter++);
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SaveData(szTemp, shader);
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}
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if (g_Config.iLog & CONF_SAVESHADERS && shader) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/enc_%04i.txt", FULL_DUMP_DIR, counter++);
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SaveData(szTemp, shader);
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}
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#endif
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if (!PixelShaderCache::CompilePixelShader(s_encodingPrograms[format], shader)) {
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@ -132,7 +134,7 @@ FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
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void Init()
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{
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glGenFramebuffersEXT( 1, &s_frameBuffer);
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glGenFramebuffersEXT( 1, &s_texConvFrameBuffer);
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glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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@ -150,13 +152,10 @@ void Init()
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void Shutdown()
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{
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glDeleteTextures(1, &s_srcTexture);
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glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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glDeleteFramebuffersEXT(1, &s_frameBuffer);
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glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
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}
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight, bool linearFilter, FRAGMENTSHADER& shader)
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{
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@ -166,7 +165,7 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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Renderer::SetFramebuffer(s_frameBuffer);
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Renderer::SetFramebuffer(s_texConvFrameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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GL_REPORT_ERRORD();
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@ -185,7 +184,6 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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//
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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@ -195,7 +193,7 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, shader.glprogid);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader.glprogid);
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glBegin(GL_QUADS);
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glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
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@ -224,23 +222,22 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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{
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u32 format = copyfmt;
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if(bFromZBuffer)
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if (bFromZBuffer)
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{
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format |= _GX_TF_ZTF;
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if(copyfmt == 11)
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if (copyfmt == 11)
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format = GX_TF_Z16;
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else if(format < GX_TF_Z8 || format > GX_TF_Z24X8)
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else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
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format |= _GX_TF_CTF;
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}
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else
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{
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if(copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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format |= _GX_TF_CTF;
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}
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FRAGMENTSHADER& fs = GetOrCreateEncodingShader(format);
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if(fs.glprogid == 0)
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if (fs.glprogid == 0)
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return;
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u8* ptr = Memory_GetPtr(address);
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@ -249,8 +246,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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s32 width = source.right - source.left;
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s32 height = source.bottom - source.top;
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if(bScaleByHalf)
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if (bScaleByHalf)
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{
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width /= 2;
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height /= 2;
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@ -277,12 +273,12 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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EncodeToRam(target, scaledSource, ptr, expandedWidth / samples, expandedHeight, bScaleByHalf, fs);
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if (bFromZBuffer )
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if (bFromZBuffer)
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Renderer::SetZBufferRender(); // notify for future settings
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}
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight)
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void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight)
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{
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EncodeToRam(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, false, s_rgbToYuyvProgram);
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}
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@ -291,7 +287,6 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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Renderer::ResetGLState();
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float srcFormatFactor = 0.5f;
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@ -299,7 +294,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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// swich to texture converter frame buffer
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// attach destTexture as color destination
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Renderer::SetFramebuffer(s_frameBuffer);
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Renderer::SetFramebuffer(s_texConvFrameBuffer);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
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@ -308,7 +303,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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// TODO: make this less slow.
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// TODO: make this less slow. (How?)
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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TextureMngr::EnableTexRECT(0);
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@ -339,4 +334,4 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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GL_REPORT_ERRORD();
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}
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}
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} // namespace
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