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HybridXFB: Fix lint errors
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@ -25,7 +25,7 @@ static const char s_vertex_shader[] = "out vec2 uv0;\n"
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"void main(void) {\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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" uv0 = vec2(mix(src_rect.xy, src_rect.zw, rawpos));\n"
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" uv0 = vec2(mix(src_rect.xy, src_rect.zw, rawpos));\n"
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"}\n";
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OpenGLPostProcessing::OpenGLPostProcessing() : m_initialized(false)
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@ -1353,7 +1353,8 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// Copy the framebuffer to screen.
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(), xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
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xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// Finish up the current frame, print some stats
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@ -111,7 +111,8 @@ private:
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void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
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const TargetRectangle& targetPixelRc, const void* data);
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void DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc, const TargetRectangle& source_rc);
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void DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
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const TargetRectangle& source_rc);
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void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width,
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int src_height);
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@ -388,10 +388,10 @@ void main()
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void TextureCache::CreateTextureDecodingResources()
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{
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static const GLenum gl_view_types[TextureConversionShader::BUFFER_FORMAT_COUNT] = {
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GL_R8UI, // BUFFER_FORMAT_R8_UINT
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GL_R16UI, // BUFFER_FORMAT_R16_UINT
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GL_RG32UI, // BUFFER_FORMAT_R32G32_UINT
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GL_RGBA8UI, // BUFFER_FORMAT_RGBA8_UINT
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GL_R8UI, // BUFFER_FORMAT_R8_UINT
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GL_R16UI, // BUFFER_FORMAT_R16_UINT
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GL_RG32UI, // BUFFER_FORMAT_R32G32_UINT
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GL_RGBA8UI, // BUFFER_FORMAT_RGBA8_UINT
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};
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glGenTextures(TextureConversionShader::BUFFER_FORMAT_COUNT,
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