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@ -158,24 +158,21 @@ bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, |
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; |
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} |
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if (OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
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return false; |
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} |
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bool can_blit = OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE && |
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OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; |
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
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return false; |
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if (can_blit) { |
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, |
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dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, buffers, |
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); |
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} |
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left, |
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dst_rect.top, dst_rect.right, dst_rect.bottom, buffers, |
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); |
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// Restore previous framebuffer bindings
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cur_state.draw.read_framebuffer = old_fbs[0]; |
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cur_state.draw.draw_framebuffer = old_fbs[1]; |
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cur_state.Apply(); |
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return true; |
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return can_blit; |
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} |
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bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface, |
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