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minor cleanup - don't leak so many fragment shaders :p also fix address range for the Generate Symbol Map feature
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3379 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -893,11 +893,12 @@ void Renderer::Swap(const TRectangle& rc)
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// Tell the OSD Menu about the current internal resolution
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OSDInternalW = rc.right; OSDInternalH = rc.bottom;
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// ---------------------------------------------------------------------
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// Apply AA
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Make sure that the wireframe setting doesn't screw up the screen copy.
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// ---------------------------------------------------------------------
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// Resolve the multisampled rendertarget into the normal one.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (/*s_bHaveFramebufferBlit*/ s_MSAASamples > 1)
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{
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// Use framebuffer blit to stretch screen.
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@ -952,6 +953,8 @@ void Renderer::Swap(const TRectangle& rc)
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glTexCoordPointer(2, GL_FLOAT, 0, (void *)uv_data);
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glDrawArrays(GL_QUADS, 0, 4);
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*/
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// Here's an opportunity to bind a fragment shader to do post processing.
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glBegin(GL_QUADS);
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glTexCoord2f(0, v_min); glVertex2f(-1, -1);
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