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https://github.com/melonDS-emu/melonDS.git
synced 2025-07-26 07:39:56 -06:00
don't double buffer 3D framebuffers for the GL Renderer
looks like leftovers from when 3D+2D composition was done in the frontend
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@ -181,9 +181,9 @@ void GLCompositor::Stop()
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void GLCompositor::RenderFrame()
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{
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int frontbuf = GPU::FrontBuffer;
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int backbuf = GPU::FrontBuffer ^ 1;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[frontbuf]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB[backbuf]);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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@ -204,12 +204,12 @@ void GLCompositor::RenderFrame()
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, CompScreenInputTex);
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if (GPU::Framebuffer[frontbuf][0] && GPU::Framebuffer[frontbuf][1])
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if (GPU::Framebuffer[backbuf][0] && GPU::Framebuffer[backbuf][1])
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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GL_UNSIGNED_BYTE, GPU::Framebuffer[backbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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GL_UNSIGNED_BYTE, GPU::Framebuffer[backbuf][1]);
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}
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glActiveTexture(GL_TEXTURE1);
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