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OGL: use GL_TEXTURE* constants
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@ -65,7 +65,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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// The distinction becomes important for certain operations, i.e. the
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// alpha channel should be ignored if the EFB does not have one.
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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GLuint glObj[3];
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glGenTextures(3, glObj);
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@ -540,7 +540,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureType, m_efbColor, 0);
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glViewport(0,0, m_targetWidth, m_targetHeight);
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(m_textureType, src_texture);
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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@ -593,7 +593,7 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0 + 9);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, target_width, target_height, layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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