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OGL: Get rid of error macros
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@ -221,7 +221,6 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
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GL_REPORT_ERRORD();
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// set source texture
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glActiveTexture(GL_TEXTURE0+9);
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@ -238,14 +237,10 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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GL_REPORT_ERRORD();
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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GL_REPORT_ERRORD();
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// .. and then read back the results.
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// TODO: make this less slow.
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@ -280,9 +275,6 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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{
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glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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}
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GL_REPORT_ERRORD();
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}
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int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
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@ -355,7 +347,6 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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FramebufferManager::SetFramebuffer(0);
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TextureCache::DisableStage(0);
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g_renderer->RestoreAPIState();
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GL_REPORT_ERRORD();
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}
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@ -376,8 +367,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[1]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
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GL_REPORT_FBO_ERROR();
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// activate source texture
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// set srcAddr as data for source texture
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glActiveTexture(GL_TEXTURE0+9);
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@ -392,7 +381,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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GL_REPORT_ERRORD();
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}
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} // namespace
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