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Preparations for unifying CopyDisplayToOutput
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@@ -331,6 +331,10 @@ void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferForma
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, useConvBuf ? convBuf_ : srcPixels);
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}
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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::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
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shaderManager_->DirtyLastShader();
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textureCacheGL_->ForgetLastTexture();
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@@ -338,14 +342,14 @@ void FramebufferManagerGLES::DrawPixels(VirtualFramebuffer *vfb, int dstX, int d
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float v0 = 0.0f, v1 = 1.0f;
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if (useBufferedRendering_ && vfb && vfb->fbo) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo);
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glViewport(0, 0, vfb->renderWidth, vfb->renderHeight);
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SetViewport2D(0, 0, vfb->renderWidth, vfb->renderHeight);
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} else {
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// We are drawing to the back buffer so need to flip.
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v0 = 1.0f;
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v1 = 0.0f;
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float x, y, w, h;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, ROTATION_LOCKED_HORIZONTAL);
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glViewport(x, y, w, h);
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SetViewport2D(x, y, w, h);
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}
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, width, height);
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@@ -395,14 +399,14 @@ void FramebufferManagerGLES::DrawFramebufferToOutput(const u8 *srcPixels, GEBuff
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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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glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
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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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@@ -617,7 +621,7 @@ void FramebufferManagerGLES::BindFramebufferColor(int stage, u32 fbRawAddress, V
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void FramebufferManagerGLES::CopyDisplayToOutput() {
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DownloadFramebufferOnSwitch(currentRenderVfb_);
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glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
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SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
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draw_->BindBackbufferAsRenderTarget();
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currentRenderVfb_ = 0;
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@@ -751,15 +755,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
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std::swap(v0, v1);
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if (cardboardSettings.enabled) {
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// Left Eye Image
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glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
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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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} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
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@@ -767,7 +771,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
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draw_->BindFramebufferAsRenderTarget(extraFBOs_[0]);
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int fbo_w, fbo_h;
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draw_->GetFramebufferDimensions(extraFBOs_[0], &fbo_w, &fbo_h);
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glstate.viewport.set(0, 0, fbo_w, fbo_h);
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SetViewport2D(0, 0, fbo_w, fbo_h);
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shaderManager_->DirtyLastShader(); // dirty lastShader_
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PostShaderUniforms uniforms{};
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CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_, &uniforms);
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@@ -792,15 +796,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
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linearFilter = !postShaderIsUpscalingFilter_ && g_Config.iBufFilter == SCALE_LINEAR;
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if (g_Config.bEnableCardboard) {
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// Left Eye Image
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glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
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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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@@ -821,15 +825,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
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BindPostShader(uniforms);
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if (g_Config.bEnableCardboard) {
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// Left Eye Image
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glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
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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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glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
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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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