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Display buffer flips are now triggered by the CPU thread through the Video_UpdateXFB function. This is a fairly significant change of behavior, but it improves performance.
Also, render target code is cleaned up. Post-processing shaders now work with multisampling and Real-XFB mode. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3545 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -321,6 +321,8 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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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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GL_REPORT_FBO_ERROR();
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for (int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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@ -349,10 +351,13 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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// reset state
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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TextureMngr::DisableStage(0);
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VertexShaderManager::SetViewportChanged();
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Renderer::SetFramebuffer(0);
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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