Remove immediate mode from the Texture converter, probably need to redo this for texcache rewrite :/
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@ -213,13 +213,24 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
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PixelShaderCache::SetCurrentShader(shader.glprogid);
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PixelShaderCache::SetCurrentShader(shader.glprogid);
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// Draw...
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
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GLfloat tex1[] = {
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glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1);
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(float)sourceRc.left, (float)sourceRc.top,
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glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
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(float)sourceRc.left, (float)sourceRc.bottom,
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glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
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(float)sourceRc.right, (float)sourceRc.bottom,
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glEnd();
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(float)sourceRc.right, (float)sourceRc.top
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};
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GLfloat vtx1[] = {
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-1, -1, 1,
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-1, 1, 1,
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1, 1, 1,
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1, -1, 1
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};
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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glVertexPointer(3, GL_FLOAT, 0, vtx1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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GL_REPORT_ERRORD();
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GL_REPORT_ERRORD();
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// .. and then read back the results.
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// .. and then read back the results.
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@ -458,12 +469,23 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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GL_REPORT_ERRORD();
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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GLfloat tex1[] = {
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glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
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(float)srcFmtWidth, (float)srcHeight,
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glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1);
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(float)srcFmtWidth, 0,
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glTexCoord2f(0, 0); glVertex2f(-1,1);
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0, 0,
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glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
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0, (float)srcHeight
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glEnd();
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};
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GLfloat vtx1[] = {
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1, -1, 1,
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1, 1, 1,
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-1, 1, 1,
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-1, -1, 1
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};
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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glVertexPointer(3, GL_FLOAT, 0, vtx1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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GL_REPORT_ERRORD();
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// reset state
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// reset state
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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