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https://github.com/dolphin-emu/dolphin.git
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Moving more things out of GL into VideoCommon...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4187 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -20,8 +20,10 @@
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#include "TextureConverter.h"
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#include "TextureConversionShader.h"
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#include "TextureMngr.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderManager.h"
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#include "FramebufferManager.h"
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#include "Globals.h"
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#include "Config.h"
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#include "ImageWrite.h"
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@ -173,7 +175,8 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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Renderer::SetFramebuffer(s_texConvFrameBuffer);
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g_framebufferManager.SetFramebuffer(s_texConvFrameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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GL_REPORT_ERRORD();
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@ -217,7 +220,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
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glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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GL_REPORT_ERRORD();
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Renderer::SetFramebuffer(0);
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g_framebufferManager.SetFramebuffer(0);
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Renderer::RestoreAPIState();
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VertexShaderManager::SetViewportChanged();
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@ -250,7 +253,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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u8 *dest_ptr = Memory_GetPtr(address);
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GLuint source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
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GLuint source_texture = bFromZBuffer ? g_framebufferManager.ResolveAndGetDepthTarget(source) : g_framebufferManager.ResolveAndGetRenderTarget(source);
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int width = source.right - source.left;
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int height = source.bottom - source.top;
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@ -321,7 +324,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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// swich to texture converter frame buffer
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// attach destTexture as color destination
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Renderer::SetFramebuffer(s_texConvFrameBuffer);
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g_framebufferManager.SetFramebuffer(s_texConvFrameBuffer);
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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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@ -360,7 +363,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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VertexShaderManager::SetViewportChanged();
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Renderer::SetFramebuffer(0);
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g_framebufferManager.SetFramebuffer(0);
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Renderer::RestoreAPIState();
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GL_REPORT_ERRORD();
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