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https://github.com/dolphin-emu/dolphin.git
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ogl: remove GL_TRIANGLE_FAN on utils rendering
wtf have I done? fans aren't supported well on hardware
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7e630ba920
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@ -358,10 +358,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
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(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
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-1.f, -1.f,
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-1.f, -1.f,
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(GLfloat)targetSource.left, (GLfloat)targetSource.top,
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(GLfloat)targetSource.left, (GLfloat)targetSource.top,
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1.f, -1.f,
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(GLfloat)targetSource.right, (GLfloat)targetSource.top,
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1.f, 1.f,
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1.f, 1.f,
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(GLfloat)targetSource.right, (GLfloat)targetSource.bottom
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(GLfloat)targetSource.right, (GLfloat)targetSource.bottom,
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1.f, -1.f,
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(GLfloat)targetSource.right, (GLfloat)targetSource.top
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};
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
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@ -371,7 +371,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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}
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}
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glBindVertexArray(vbo_it->second.vao);
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glBindVertexArray(vbo_it->second.vao);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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@ -250,10 +250,10 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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(float)sourceRc.left, (float)sourceRc.top,
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(float)sourceRc.left, (float)sourceRc.top,
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-1.f, 1.f,
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-1.f, 1.f,
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(float)sourceRc.left, (float)sourceRc.bottom,
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(float)sourceRc.left, (float)sourceRc.bottom,
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1.f, 1.f,
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(float)sourceRc.right, (float)sourceRc.bottom,
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1.f, -1.f,
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1.f, -1.f,
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(float)sourceRc.right, (float)sourceRc.top
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(float)sourceRc.right, (float)sourceRc.top,
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1.f, 1.f,
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(float)sourceRc.right, (float)sourceRc.bottom
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};
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};
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glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
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glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
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glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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@ -262,7 +262,7 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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}
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}
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glBindVertexArray( s_encode_VAO );
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glBindVertexArray( s_encode_VAO );
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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@ -426,10 +426,10 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
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(float)srcFmtWidth, (float)srcHeight,
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(float)srcFmtWidth, (float)srcHeight,
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1.f, 1.f,
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1.f, 1.f,
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(float)srcFmtWidth, 0.f,
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(float)srcFmtWidth, 0.f,
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-1.f, 1.f,
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0.f, 0.f,
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-1.f, -1.f,
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-1.f, -1.f,
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0.f, (float)srcHeight
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0.f, (float)srcHeight,
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-1.f, 1.f,
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0.f, 0.f
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};
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};
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glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
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glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
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@ -440,7 +440,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
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}
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}
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glBindVertexArray( s_decode_VAO );
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glBindVertexArray( s_decode_VAO );
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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GL_REPORT_ERRORD();
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GL_REPORT_ERRORD();
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