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@ -263,28 +263,7 @@ void RasterizerOpenGL::DrawArrays() {
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surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
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// Bind the framebuffer surfaces
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state.draw.draw_framebuffer = framebuffer.handle;
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state.Apply();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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if (depth_surface != nullptr) {
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if (has_stencil) {
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// attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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} else {
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// attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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// clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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// Sync the viewport
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SyncViewport(surfaces_rect, res_scale);
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@ -530,6 +509,32 @@ void main() {
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}
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}
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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const Surface& depth_surface, bool has_stencil) {
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state.draw.draw_framebuffer = framebuffer.handle;
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state.Apply();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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if (depth_surface != nullptr) {
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if (has_stencil) {
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// attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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} else {
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// attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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// clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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}
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void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport[0].GetRect()};
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