Do clearscreen and swap, probably won't do debug text nonsense since it looks like trash anyway. maybe later.
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@ -888,16 +888,39 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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glViewport(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
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glDepthRange(0.0, (float)(z & 0xFFFFFF) / float(0xFFFFFF));
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glColor4f((float)((color >> 16) & 0xFF) / 255.0f,
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(float)((color >> 8) & 0xFF) / 255.0f,
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(float)(color & 0xFF) / 255.0f,
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(float)((color >> 24) & 0xFF) / 255.0f);
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glBegin(GL_QUADS);
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glVertex3f(-1.f, -1.f, 1.f);
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glVertex3f(-1.f, 1.f, 1.f);
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glVertex3f( 1.f, 1.f, 1.f);
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glVertex3f( 1.f, -1.f, 1.f);
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glEnd();
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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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GLfloat col1[] = { // This looks terrible
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(float)((color >> 16) & 0xFF) / 255.0f,
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(float)((color >> 8) & 0xFF) / 255.0f,
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(float)(color & 0xFF) / 255.0f,
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(float)((color >> 24) & 0xFF) / 255.0f,
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(float)((color >> 16) & 0xFF) / 255.0f,
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(float)((color >> 8) & 0xFF) / 255.0f,
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(float)(color & 0xFF) / 255.0f,
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(float)((color >> 24) & 0xFF) / 255.0f,
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(float)((color >> 16) & 0xFF) / 255.0f,
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(float)((color >> 8) & 0xFF) / 255.0f,
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(float)(color & 0xFF) / 255.0f,
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(float)((color >> 24) & 0xFF) / 255.0f,
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(float)((color >> 16) & 0xFF) / 255.0f,
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(float)((color >> 8) & 0xFF) / 255.0f,
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(float)(color & 0xFF) / 255.0f,
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(float)((color >> 24) & 0xFF) / 255.0f
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};
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glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS); // Only need this to not overwrite the GL_COLOR_ARRAY state
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_FLOAT, 0 ,col1);
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glVertexPointer(3, GL_FLOAT, 0, vtx1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glPopClientAttrib();
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RestoreAPIState();
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}
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@ -1115,43 +1138,35 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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// Render to the real buffer now.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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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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GLfloat tex1[] = { // For TEXTURE0
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targetRc.left, targetRc.bottom,
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targetRc.left, targetRc.top,
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targetRc.right, targetRc.top,
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targetRc.right, targetRc.bottom
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};
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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if (applyShader)
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{
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glBegin(GL_QUADS);
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glTexCoord2f(targetRc.left, targetRc.bottom);
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glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
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glVertex2f(-1, -1);
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glTexCoord2f(targetRc.left, targetRc.top);
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glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
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glVertex2f(-1, 1);
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glTexCoord2f(targetRc.right, targetRc.top);
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glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
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glVertex2f( 1, 1);
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glTexCoord2f(targetRc.right, targetRc.bottom);
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glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
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glVertex2f( 1, -1);
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glEnd();
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}
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glVertexPointer(3, GL_FLOAT, 0, vtx1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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if(applyShader)
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PixelShaderCache::DisableShader();
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}
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else
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{
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glBegin(GL_QUADS);
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glTexCoord2f(targetRc.left, targetRc.bottom);
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glVertex2f(-1, -1);
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glTexCoord2f(targetRc.left, targetRc.top);
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glVertex2f(-1, 1);
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glTexCoord2f(targetRc.right, targetRc.top);
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glVertex2f( 1, 1);
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glTexCoord2f(targetRc.right, targetRc.bottom);
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glVertex2f( 1, -1);
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glEnd();
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}
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}
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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