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Unify DrawFramebufferToOutput
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@@ -186,6 +186,11 @@ void FramebufferManagerGLES::Bind2DShader() {
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}
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void FramebufferManagerGLES::BindPostShader(const PostShaderUniforms &uniforms) {
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// Make sure we've compiled the shader.
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if (!postShaderProgram_) {
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CompileDraw2DProgram();
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}
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glsl_bind(postShaderProgram_);
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if (deltaLoc_ != -1)
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glUniform2f(deltaLoc_, uniforms.texelDelta[0], uniforms.texelDelta[1]);
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@@ -345,58 +350,6 @@ void FramebufferManagerGLES::SetViewport2D(int x, int y, int w, int h) {
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glstate.viewport.set(x, y, w, h);
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}
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void FramebufferManagerGLES::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
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DisableState();
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struct CardboardSettings cardboardSettings;
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GetCardboardSettings(&cardboardSettings);
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// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
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// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
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// (it always runs at output resolution so FXAA may look odd).
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float x, y, w, h;
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int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
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if (applyPostShader && useBufferedRendering_) {
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// Make sure we've compiled the shader.
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if (!postShaderProgram_) {
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CompileDraw2DProgram();
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}
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// Might've changed if the shader was just changed to Off.
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if (usePostShader_) {
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PostShaderUniforms uniforms{};
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CalculatePostShaderUniforms(480, 272, renderWidth_, renderHeight_, &uniforms);
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BindPostShader(uniforms);
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} else {
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Bind2DShader();
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}
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} else {
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Bind2DShader();
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}
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float u0 = 0.0f, u1 = 480.0f / 512.0f;
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float v0 = 0.0f, v1 = 1.0f;
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// We are drawing directly to the back buffer.
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if (needBackBufferYSwap_)
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std::swap(v0, v1);
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bool linearFilter = g_Config.iBufFilter == SCALE_LINEAR;
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if (cardboardSettings.enabled) {
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// Left Eye Image
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SetViewport2D(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, linearFilter);
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// Right Eye Image
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SetViewport2D(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, ROTATION_LOCKED_HORIZONTAL, linearFilter);
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} else {
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// Fullscreen Image
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SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
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DrawActiveTexture(x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, uvRotation, linearFilter);
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}
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}
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// x, y, w, h are relative coordinates against destW/destH, which is not very intuitive.
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// TODO: This could totally use fbo_blit in many cases.
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void FramebufferManagerGLES::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter) {
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