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Merge pull request #8286 from stenzek/efb-savestate-fixes
FramebufferManager: Fix restoring of EFB depth buffer / upside-down in OpenGL
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commit
c829351c90
@ -472,6 +472,7 @@ bool FramebufferManager::CompileReadbackPipelines()
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if (!restore_shader)
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return false;
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config.depth_state = RenderState::GetAlwaysWriteDepthState();
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config.framebuffer_state = GetEFBFramebufferState();
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config.framebuffer_state.per_sample_shading = false;
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config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader();
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@ -651,14 +651,11 @@ std::string GenerateEFBRestorePixelShader()
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EmitPixelMainDeclaration(ss, 1, 0, "float4",
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GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
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ss << "{\n";
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ss << " float3 coords = float3(v_tex0.x, "
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<< (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin ? "1.0 - " : "")
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<< "v_tex0.y, v_tex0.z);\n";
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ss << " ocol0 = ";
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EmitSampleTexture(ss, 0, "coords");
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EmitSampleTexture(ss, 0, "v_tex0");
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ss << ";\n";
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ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
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EmitSampleTexture(ss, 1, "coords");
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EmitSampleTexture(ss, 1, "v_tex0");
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ss << ".r;\n";
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ss << "}\n";
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return ss.str();
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