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ogl: pixel format shader without resolving
v2: Don't use std::to_string as this function is broken on android.
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@ -100,17 +100,19 @@ private:
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static int m_targetHeight;
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static int m_msaaSamples;
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static GLuint m_efbFramebuffer;
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static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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static GLenum m_textureType;
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// Only used in MSAA mode and to convert pixel format
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static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change
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static GLuint m_efbFramebuffer;
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static GLuint m_xfbFramebuffer;
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static GLuint m_efbColor;
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static GLuint m_efbDepth;
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static GLuint m_efbColorSwap;// will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
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// Only used in MSAA mode, TODO: try to avoid them
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static GLuint m_resolvedFramebuffer;
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static GLuint m_resolvedColorTexture;
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static GLuint m_resolvedDepthTexture;
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static GLuint m_xfbFramebuffer; // Only used in MSAA mode
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// For pixel format draw
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static SHADER m_pixel_format_shaders[2];
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};
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