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OGL-TextureConverter: Keep care about the global state ifself
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@ -264,6 +264,9 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, unsigned int ds
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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if (g_ActiveConfig.bSkipEFBCopyToRam)
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{
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this->Zero(dstPointer);
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@ -277,16 +280,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, unsigned int ds
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BytesPerRow(),
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NumBlocksY(),
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memory_stride,
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read_texture,
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srcFormat == PEControl::Z24,
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srcFormat,
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isIntensity,
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scaleByHalf,
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srcRect);
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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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@ -270,17 +270,26 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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}
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void EncodeToRamFromTexture(u8 *dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
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PEControl::PixelFormat srcFormat, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
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{
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g_renderer->ResetAPIState();
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SHADER& texconv_shader = GetOrCreateEncodingShader(format);
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texconv_shader.Bind();
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glUniform4i(s_encodingUniforms[format],
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source.left, source.top, native_width, bScaleByHalf ? 2 : 1);
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EncodeToRamUsingShader(source_texture,
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const GLuint read_texture = (srcFormat == PEControl::Z24) ?
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FramebufferManager::ResolveAndGetDepthTarget(source) :
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FramebufferManager::ResolveAndGetRenderTarget(source);
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EncodeToRamUsingShader(read_texture,
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dest_ptr, bytes_per_row, num_blocks_y,
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memory_stride, bScaleByHalf > 0 && !bFromZBuffer);
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memory_stride, bScaleByHalf > 0 && srcFormat != PEControl::Z24);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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}
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth, u32 dstStride, u32 dstHeight)
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@ -27,7 +27,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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// returns size of the encoded data (in bytes)
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void EncodeToRamFromTexture(u8 *dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
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PEControl::PixelFormat srcFormat, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
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}
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