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Aligned all vertex components to 4 byte boundaries - maybe ATI likes that? Renamed and reorganized misc things.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@981 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -116,27 +116,12 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt,
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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// TODO - verify that XFB pixel order. probably reverse of GL pixel order
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// TODO - use shader for conversion
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ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
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// old way
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/*glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
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TextureMngr::EnableTexRECT(0);
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glGetTexImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
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static u8 *efbEndAddress = efb_buffer + ((nBackbufferWidth * nBackbufferHeight) - 1) * 4;
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ConvertToXFBReverse((u32 *)xfb_in_ram, efbEndAddress, dstWd, dstHt);*/
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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{
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if(width == 0 || height == 0)
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return;
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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Renderer::SetRenderMode(Renderer::RM_Normal);
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