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HWRenderer: Clarified a comment about framebuffer readbacks.
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@ -848,7 +848,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
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// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
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// Directly copy pixels. The OpenGL internal formats match the 3DS ones, so no conversion is necessary.
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switch (bytes_per_pixel) {
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case 4:
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VideoCore::CopyTextureAndTile<u32>((u32*)temp_fb_color_buffer.get(), (u32*)color_buffer, fb_color_texture.width, fb_color_texture.height);
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@ -967,7 +967,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
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// Directly copy pixels. The OpenGL internal formats match the 3DS ones, so no conversion is necessary.
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switch (bytes_per_pixel) {
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case 4:
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VideoCore::CopyTextureAndTile<u32>((u32*)color_buffer, (u32*)temp_gl_color_buffer.get(), fb_color_texture.width, fb_color_texture.height);
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