516 lines
16 KiB
C++
516 lines
16 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <cmath>
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#include <fstream>
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#include <vector>
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Common/Hash.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/HiresTextures.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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static SHADER s_ColorMatrixProgram;
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static SHADER s_DepthMatrixProgram;
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static GLuint s_ColorMatrixUniform;
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static GLuint s_DepthMatrixUniform;
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static GLuint s_ColorCopyPositionUniform;
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static GLuint s_DepthCopyPositionUniform;
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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static u32 s_Textures[8];
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static u32 s_ActiveTexture;
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static SHADER s_palette_pixel_shader[3];
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static StreamBuffer* s_palette_stream_buffer = nullptr;
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static GLuint s_palette_resolv_texture;
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static GLuint s_palette_buffer_offset_uniform[3];
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static GLuint s_palette_multiplier_uniform[3];
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static GLuint s_palette_copy_position_uniform[3];
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return false;
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u8> data(width * height * 4);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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glBindTexture(textarget, 0);
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TextureCache::SetStage();
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return TextureToPng(data.data(), width * 4, filename, width, height, true);
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}
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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if (texture)
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{
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for (auto& gtex : s_Textures)
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if (gtex == texture)
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gtex = 0;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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if (framebuffer)
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{
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glDeleteFramebuffers(1, &framebuffer);
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framebuffer = 0;
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}
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}
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TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config)
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: TCacheEntryBase(_config)
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{
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glGenTextures(1, &texture);
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framebuffer = 0;
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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if (s_Textures[stage] != texture)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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s_ActiveTexture = stage;
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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s_Textures[stage] = texture;
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}
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}
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bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
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{
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return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
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{
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TCacheEntry* entry = new TCacheEntry(config);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
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if (config.rendertarget)
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{
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for (u32 level = 0; level <= config.levels; level++)
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{
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, config.width, config.height, config.layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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glGenFramebuffers(1, &entry->framebuffer);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_ARRAY, entry->texture, 0);
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}
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TextureCache::SetStage();
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return entry;
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level)
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{
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if (level >= config.levels)
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PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
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if (width != std::max(1u, config.width >> level) || height != std::max(1u, config.height >> level))
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PanicAlert("size of level %d must be %dx%d, but %dx%d requested",
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level, std::max(1u, config.width >> level), std::max(1u, config.height >> level), width, height);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
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if (expanded_width != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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TextureCache::SetStage();
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Make sure to resolve anything we need to read from.
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const GLuint read_texture = (srcFormat == PEControl::Z24) ?
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FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
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FramebufferManager::ResolveAndGetRenderTarget(srcRect);
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FramebufferManager::SetFramebuffer(framebuffer);
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OpenGL_BindAttributelessVAO();
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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glViewport(0, 0, config.width, config.height);
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GLuint uniform_location;
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if (srcFormat == PEControl::Z24)
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{
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s_DepthMatrixProgram.Bind();
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if (s_DepthCbufid != cbufid)
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glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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s_DepthCbufid = cbufid;
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uniform_location = s_DepthCopyPositionUniform;
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}
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else
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{
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s_ColorMatrixProgram.Bind();
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if (s_ColorCbufid != cbufid)
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glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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s_ColorCbufid = cbufid;
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uniform_location = s_ColorCopyPositionUniform;
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}
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TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
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static_cast<float>(R.right), static_cast<float>(R.bottom));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (!g_ActiveConfig.bSkipEFBCopyToRam)
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{
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int encoded_size = TextureConverter::EncodeToRamFromTexture(
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dstAddr,
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read_texture,
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srcFormat == PEControl::Z24,
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isIntensity,
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dstFormat,
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scaleByHalf,
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srcRect);
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u8* dst = Memory::GetPointer(dstAddr);
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u64 const new_hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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size_in_bytes = (u32)encoded_size;
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TextureCache::MakeRangeDynamic(dstAddr, encoded_size);
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hash = new_hash;
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}
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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TextureCache::TextureCache()
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{
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CompileShaders();
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s_ActiveTexture = -1;
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for (auto& gtex : s_Textures)
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gtex = -1;
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, 1024*1024);
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glGenTextures(1, &s_palette_resolv_texture);
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glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
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}
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}
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TextureCache::~TextureCache()
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{
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DeleteShaders();
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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delete s_palette_stream_buffer;
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s_palette_stream_buffer = nullptr;
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glDeleteTextures(1, &s_palette_resolv_texture);
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}
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}
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void TextureCache::DisableStage(unsigned int stage)
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{
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}
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void TextureCache::SetStage()
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{
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// -1 is the initial value as we don't know which texture should be bound
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if (s_ActiveTexture != (u32)-1)
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glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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}
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void TextureCache::CompileShaders()
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{
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const char *pColorMatrixProg =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[7];\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, f_uv0);\n"
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" texcol = round(texcol * colmat[5]) * colmat[6];\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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const char *pDepthMatrixProg =
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 colmat[5];\n"
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"in vec3 f_uv0;\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = vec4(workspace) / 255.0;\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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const char *VProgram =
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"out vec3 %s_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"uniform vec4 copy_position;\n" // left, top, right, bottom
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"void main()\n"
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"{\n"
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" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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" %s_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);\n"
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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const char *GProgram = g_ActiveConfig.iStereoMode > 0 ?
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"in vec3 v_uv0[3];\n"
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"out vec3 f_uv0;\n"
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"SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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"void main()\n"
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"{\n"
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" int layers = textureSize(samp9, 0).z;\n"
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" for (int layer = 0; layer < layers; ++layer) {\n"
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" for (int i = 0; i < 3; ++i) {\n"
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" f_uv0 = vec3(v_uv0[i].xy, layer);\n"
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" gl_Position = gl_in[i].gl_Position;\n"
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" gl_Layer = layer;\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n" : nullptr;
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const char* prefix = (GProgram == nullptr) ? "f" : "v";
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const char* depth_layer = (g_ActiveConfig.bStereoEFBMonoDepth) ? "0.0" : "f_uv0.z";
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ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
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ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);
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s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
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s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
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s_ColorCbufid = -1;
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s_DepthCbufid = -1;
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s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
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s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
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std::string palette_shader =
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R"GLSL(
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uniform int texture_buffer_offset;
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uniform float multiplier;
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SAMPLER_BINDING(9) uniform sampler2DArray samp9;
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SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
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in vec3 f_uv0;
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out vec4 ocol0;
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int Convert3To8(int v)
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{
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// Swizzle bits: 00000123 -> 12312312
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return (v << 5) | (v << 2) | (v >> 1);
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}
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int Convert4To8(int v)
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{
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// Swizzle bits: 00001234 -> 12341234
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return (v << 4) | v;
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}
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int Convert5To8(int v)
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{
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// Swizzle bits: 00012345 -> 12345123
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return (v << 3) | (v >> 2);
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}
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int Convert6To8(int v)
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{
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// Swizzle bits: 00123456 -> 12345612
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return (v << 2) | (v >> 4);
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}
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float4 DecodePixel_RGB5A3(int val)
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{
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int r,g,b,a;
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if ((val&0x8000) > 0)
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{
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r=Convert5To8((val>>10) & 0x1f);
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g=Convert5To8((val>>5 ) & 0x1f);
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b=Convert5To8((val ) & 0x1f);
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a=0xFF;
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}
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else
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{
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a=Convert3To8((val>>12) & 0x7);
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r=Convert4To8((val>>8 ) & 0xf);
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g=Convert4To8((val>>4 ) & 0xf);
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b=Convert4To8((val ) & 0xf);
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}
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return float4(r, g, b, a) / 255.0;
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}
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float4 DecodePixel_RGB565(int val)
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{
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int r, g, b, a;
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r = Convert5To8((val >> 11) & 0x1f);
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g = Convert6To8((val >> 5) & 0x3f);
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b = Convert5To8((val) & 0x1f);
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a = 0xFF;
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return float4(r, g, b, a) / 255.0;
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}
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float4 DecodePixel_IA8(int val)
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{
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int i = val & 0xFF;
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int a = val >> 8;
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return float4(i, i, i, a) / 255.0;
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}
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void main()
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{
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int src = int(round(texture(samp9, f_uv0).r * multiplier));
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src = int(texelFetch(samp10, src + texture_buffer_offset).r);
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src = ((src << 8) & 0xFF00) | (src >> 8);
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ocol0 = DECODE(src);
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}
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)GLSL";
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_IA8],
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StringFromFormat(VProgram, prefix, prefix).c_str(),
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("#define DECODE DecodePixel_IA8" + palette_shader).c_str(),
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GProgram);
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s_palette_buffer_offset_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
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s_palette_multiplier_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "multiplier");
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s_palette_copy_position_uniform[GX_TL_IA8] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
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ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_RGB565],
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StringFromFormat(VProgram, prefix, prefix).c_str(),
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("#define DECODE DecodePixel_RGB565" + palette_shader).c_str(),
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GProgram);
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s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
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s_palette_multiplier_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "multiplier");
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s_palette_copy_position_uniform[GX_TL_RGB565] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
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ProgramShaderCache::CompileShader(
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s_palette_pixel_shader[GX_TL_RGB5A3],
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StringFromFormat(VProgram, prefix, prefix).c_str(),
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("#define DECODE DecodePixel_RGB5A3" + palette_shader).c_str(),
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GProgram);
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s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
|
|
s_palette_multiplier_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "multiplier");
|
|
s_palette_copy_position_uniform[GX_TL_RGB5A3] = glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
|
|
}
|
|
}
|
|
|
|
void TextureCache::DeleteShaders()
|
|
{
|
|
s_ColorMatrixProgram.Destroy();
|
|
s_DepthMatrixProgram.Destroy();
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
|
for (auto& shader : s_palette_pixel_shader)
|
|
shader.Destroy();
|
|
}
|
|
|
|
void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted, void* palette, TlutFormat format)
|
|
{
|
|
if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
|
|
return;
|
|
|
|
g_renderer->ResetAPIState();
|
|
|
|
TCacheEntry* entry = (TCacheEntry*) _entry;
|
|
TCacheEntry* unconverted = (TCacheEntry*) _unconverted;
|
|
|
|
glActiveTexture(GL_TEXTURE0 + 9);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
|
|
|
|
FramebufferManager::SetFramebuffer(entry->framebuffer);
|
|
glViewport(0, 0, entry->config.width, entry->config.height);
|
|
s_palette_pixel_shader[format].Bind();
|
|
|
|
int size = unconverted->format == 0 ? 32 : 512;
|
|
auto buffer = s_palette_stream_buffer->Map(size);
|
|
memcpy(buffer.first, palette, size);
|
|
s_palette_stream_buffer->Unmap(size);
|
|
glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
|
|
glUniform1f(s_palette_multiplier_uniform[format], unconverted->format == 0 ? 15.0f : 255.0f);
|
|
glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width, (float)unconverted->config.height);
|
|
|
|
glActiveTexture(GL_TEXTURE0 + 10);
|
|
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
|
|
|
|
OpenGL_BindAttributelessVAO();
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
FramebufferManager::SetFramebuffer(0);
|
|
g_renderer->RestoreAPIState();
|
|
}
|
|
|
|
}
|