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@@ -169,60 +169,10 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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- OpenGLState state = OpenGLState::GetCurState();
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-
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- OpenGLState prev_state = state;
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- SCOPE_EXIT({ prev_state.Apply(); });
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-
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- // Make sure textures aren't bound to texture units, since going to bind them to framebuffer
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- // components
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- state.ResetTexture(src_tex);
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- state.ResetTexture(dst_tex);
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-
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- state.draw.read_framebuffer = read_fb_handle;
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- state.draw.draw_framebuffer = draw_fb_handle;
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- state.Apply();
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-
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- u32 buffers = 0;
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-
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- if (type == SurfaceType::ColorTexture) {
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
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- 0);
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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- 0);
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-
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
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- 0);
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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- 0);
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-
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- buffers = GL_COLOR_BUFFER_BIT;
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- } else if (type == SurfaceType::Depth) {
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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-
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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-
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- buffers = GL_DEPTH_BUFFER_BIT;
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- } else if (type == SurfaceType::DepthStencil) {
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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- src_tex, 0);
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-
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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- dst_tex, 0);
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-
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- buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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- }
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-
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- glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
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- dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
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- buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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+ glCopyImageSubData(src_tex, GL_TEXTURE_2D, 0, src_rect.left, src_rect.bottom, 0, dst_tex,
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+ GL_TEXTURE_2D, 0, dst_rect.left, dst_rect.bottom, 0, src_rect.GetWidth(),
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+ src_rect.GetHeight(), 0);
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return true;
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return true;
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}
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}
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