remove usage of glMultiTexCoord2f
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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fb92c338af
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@ -317,16 +317,19 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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sourcerc.right, sourcerc.top,
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sourcerc.right, sourcerc.bottom
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};
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GLfloat tex2[] = { // For TEXTURE1
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f
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};
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glClientActiveTexture(GL_TEXTURE0);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
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glVertexPointer(2, GL_FLOAT, 0, vtx1);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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glClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 0, tex2);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -1153,18 +1153,22 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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right, top,
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right, bottom
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};
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GLfloat tex2[] = { // For TEXTURE1
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f
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};
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glClientActiveTexture(GL_TEXTURE0);
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if (applyShader)
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{
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glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
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glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
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glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
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glClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 0, tex2);
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}
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glVertexPointer(3, GL_FLOAT, 0, vtx1);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, 0, tex1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -319,6 +319,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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1.f, 1.f
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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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glVertexPointer(2, GL_FLOAT, 0, vtx1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -228,6 +228,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
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1.f, -1.f
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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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glVertexPointer(2, GL_FLOAT, 0, vtx1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -401,6 +402,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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-1.f, -1.f
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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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glVertexPointer(2, GL_FLOAT, 0, vtx1);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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