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FramebufferManager: Support resolving a multi-layered EFB in OGL.
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@ -68,11 +68,11 @@ public:
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static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc);
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static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
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static GLuint GetEFBFramebuffer() { return m_efbFramebuffer; }
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static GLuint GetEFBFramebuffer() { return m_efbFramebuffer[0]; }
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static GLuint GetXFBFramebuffer() { return m_xfbFramebuffer; }
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// Resolved framebuffer is only used in MSAA mode.
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static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; }
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static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer[0]; }
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static void SetFramebuffer(GLuint fb);
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static void FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
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@ -102,14 +102,14 @@ private:
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static int m_msaaSamples;
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static GLenum m_textureType;
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static GLuint m_efbFramebuffer;
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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_resolvedFramebuffer;
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static GLuint m_resolvedColorTexture;
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static GLuint m_resolvedDepthTexture;
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