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@@ -181,7 +181,8 @@ void FramebufferManagerGLES::CompileDraw2DProgram() {
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}
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}
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void FramebufferManagerGLES::SetPostShaderUniforms(const PostShaderUniforms &uniforms) {
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void FramebufferManagerGLES::BindPostShader(const PostShaderUniforms &uniforms) {
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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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if (pixelDeltaLoc_ != -1)
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@@ -354,7 +355,6 @@ void FramebufferManagerGLES::DrawPixels(VirtualFramebuffer *vfb, int dstX, int d
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iTexFiltering == TEX_FILTER_NEAREST ? GL_NEAREST : GL_LINEAR);
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DisableState();
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@@ -367,17 +367,16 @@ void FramebufferManagerGLES::DrawFramebufferToOutput(const u8 *srcPixels, GEBuff
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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) {
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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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glsl_bind(postShaderProgram_);
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PostShaderUniforms uniforms{};
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CalculatePostShaderUniforms(480, 272, renderWidth_, renderHeight_, &uniforms);
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SetPostShaderUniforms(uniforms);
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BindPostShader(uniforms);
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}
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}
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float u0 = 0.0f, u1 = 480.0f / 512.0f;
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@@ -775,10 +774,9 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
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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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shaderManager_->DirtyLastShader(); // dirty lastShader_
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glsl_bind(postShaderProgram_);
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PostShaderUniforms uniforms{};
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CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_, &uniforms);
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SetPostShaderUniforms(uniforms);
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BindPostShader(uniforms);
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bool linearFilter = g_Config.iBufFilter == SCALE_LINEAR;
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DrawActiveTexture(0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL, linearFilter);
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@@ -825,8 +823,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
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shaderManager_->DirtyLastShader(); // dirty lastShader_
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PostShaderUniforms uniforms{};
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CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, vfb->renderWidth, vfb->renderHeight, &uniforms);
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glsl_bind(postShaderProgram_);
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SetPostShaderUniforms(uniforms);
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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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