Cocoa Port: Fix bug where CPU-based video filters would cause wonky colors on PowerPC Macs.
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@ -4691,7 +4691,7 @@ void OGLClientFetchObject::FetchNativeDisplayToSrcClone(const NDSDisplayID displ
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return;
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}
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ColorspaceConvertBuffer555To8888Opaque<false, false, BESwapDst>(this->_fetchDisplayInfo[bufferIndex].nativeBuffer16[displayID], this->_srcNativeClone[displayID][bufferIndex], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT);
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ColorspaceConvertBuffer555To8888Opaque<false, false, BESwapNone>(this->_fetchDisplayInfo[bufferIndex].nativeBuffer16[displayID], this->_srcNativeClone[displayID][bufferIndex], GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT);
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this->_srcCloneNeedsUpdate[displayID][bufferIndex] = false;
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if (needsLock)
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@ -4752,14 +4752,14 @@ void OGLClientFetchObject::Init()
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, this->_fetchColorFormatOGL, this->_srcNativeClone[NDSDisplayID_Main][i]);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, this->_srcNativeClone[NDSDisplayID_Main][i]);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->_texDisplayFetchNative[NDSDisplayID_Touch][i]);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, this->_fetchColorFormatOGL, this->_srcNativeClone[NDSDisplayID_Touch][i]);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GPU_FRAMEBUFFER_NATIVE_WIDTH, GPU_FRAMEBUFFER_NATIVE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, this->_srcNativeClone[NDSDisplayID_Touch][i]);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, this->_texDisplayFetchCustom[NDSDisplayID_Main][i]);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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