ogl: reset api state for blitting
glBlitFramebuffer depends on scissior test and color mask. It isn't documented well, but it does. So we have to reset the apistate before using it. In this way, there isn't any benefit of glBlitFramebuffer, glDrawArray would be better :-(
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@ -435,6 +435,8 @@ void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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void XFBSource::CopyEFB(float Gamma)
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{
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g_renderer->ResetAPIState();
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// Copy EFB data to XFB and restore render target again
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetEFBFramebuffer());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer());
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@ -451,6 +453,8 @@ void XFBSource::CopyEFB(float Gamma)
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// Return to EFB.
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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@ -958,9 +958,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (s_MSAASamples > 1)
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{
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g_renderer->ResetAPIState();
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// Resolve our rectangle.
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FramebufferManager::GetEFBDepthTexture(efbPixelRc);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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g_renderer->RestoreAPIState();
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}
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u32* depthMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
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@ -1007,9 +1011,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (s_MSAASamples > 1)
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{
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g_renderer->ResetAPIState();
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// Resolve our rectangle.
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FramebufferManager::GetEFBColorTexture(efbPixelRc);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer());
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g_renderer->RestoreAPIState();
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}
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u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
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