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Unify NotifyRenderFramebufferSwitched
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@@ -583,69 +583,6 @@ void FramebufferManagerGLES::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u
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}
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}
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void FramebufferManagerGLES::NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb, bool isClearingDepth) {
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if (ShouldDownloadFramebuffer(vfb) && !vfb->memoryUpdated) {
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ReadFramebufferToMemory(vfb, true, 0, 0, vfb->width, vfb->height);
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} else {
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DownloadFramebufferOnSwitch(prevVfb);
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}
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textureCacheGL_->ForgetLastTexture();
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if (useBufferedRendering_) {
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if (vfb->fbo) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo);
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} else {
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// wtf? This should only happen very briefly when toggling bBufferedRendering
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draw_->BindBackbufferAsRenderTarget();
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}
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} else {
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if (vfb->fbo) {
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// wtf? This should only happen very briefly when toggling bBufferedRendering
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textureCacheGL_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
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delete vfb->fbo;
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vfb->fbo = nullptr;
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}
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draw_->BindBackbufferAsRenderTarget();
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// Let's ignore rendering to targets that have not (yet) been displayed.
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if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) {
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gstate_c.skipDrawReason &= ~SKIPDRAW_NON_DISPLAYED_FB;
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} else {
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gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
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}
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}
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textureCacheGL_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
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if (gl_extensions.IsGLES) {
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// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
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// to it. This broke stuff before, so now it only clears on the first use of an
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// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
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// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
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if (vfb->last_frame_render != gpuStats.numFlips) {
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ClearBuffer();
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}
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}
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// Copy depth pixel value from the read framebuffer to the draw framebuffer
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if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {
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if (!prevVfb->fbo || !vfb->fbo || !useBufferedRendering_ || !prevVfb->depthUpdated || isClearingDepth) {
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// If depth wasn't updated, then we're at least "two degrees" away from the data.
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// This is an optimization: it probably doesn't need to be copied in this case.
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} else {
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BlitFramebufferDepth(prevVfb, vfb);
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}
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}
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if (vfb->drawnFormat != vfb->format) {
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// TODO: Might ultimately combine this with the resize step in DoSetRenderFrameBuffer().
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ReformatFramebufferFrom(vfb, vfb->drawnFormat);
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}
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// ugly...
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if ((gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) && shaderManager_) {
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gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
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}
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}
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void FramebufferManagerGLES::SetLineWidth() {
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#ifndef USING_GLES2
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if (g_Config.iInternalResolution == 0) {
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