swap() by blitting
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@ -57,7 +57,7 @@ void OpenGL_ReportARBProgramError();
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GLuint OpenGL_ReportGLError(const char *function, const char *file, int line);
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bool OpenGL_ReportFBOError(const char *function, const char *file, int line);
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#if defined(_DEBUG) || defined(DEBUGFAST) || 1
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#if defined(_DEBUG) || defined(DEBUGFAST)
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#define GL_REPORT_ERROR() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
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#define GL_REPORT_ERRORD() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__)
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#define GL_REPORT_FBO_ERROR() OpenGL_ReportFBOError(__FUNCTION__, __FILE__, __LINE__)
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@ -1254,50 +1254,58 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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else
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{
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TargetRectangle targetRc = ConvertEFBRectangle(rc);
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GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
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// Render to the real buffer now.
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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if(applyShader) {
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GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc);
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// Render to the real buffer now.
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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if(!( s_cached_targetRc == targetRc)) {
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GLfloat vertices[] = {
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-1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
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0.0f, 0.0f,
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if(!( s_cached_targetRc == targetRc)) {
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GLfloat vertices[] = {
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-1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
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0.0f, 0.0f,
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-1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.top,
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0.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.top,
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1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
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1.0f, 0.0f
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};
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-1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.top,
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0.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.top,
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1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
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1.0f, 0.0f
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};
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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s_cached_targetRc = targetRc;
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}
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glBindVertexArray(s_Swap_VAO[applyShader]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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s_cached_targetRc = targetRc;
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}
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glBindVertexArray(s_Swap_VAO[applyShader]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if(applyShader)
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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PixelShaderCache::DisableShader();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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OGL::TextureCache::DisableStage(0);
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} else {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
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glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top,
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flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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}
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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OGL::TextureCache::DisableStage(0);
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// Save screenshot
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if (s_bScreenshot)
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