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gl_state: Split textures and samplers into two arrays
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6170337001
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04cdecb7a1
@ -991,7 +991,7 @@ TextureBufferUsage RasterizerOpenGL::SetupDrawTextures(Maxwell::ShaderStage stag
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const auto& maxwell3d = gpu.Maxwell3D();
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const auto& entries = shader->GetShaderEntries().samplers;
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ASSERT_MSG(base_bindings.sampler + entries.size() <= std::size(state.texture_units),
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ASSERT_MSG(base_bindings.sampler + entries.size() <= std::size(state.textures),
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"Exceeded the number of active textures.");
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TextureBufferUsage texture_buffer_usage{0};
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@ -1019,16 +1019,15 @@ TextureBufferUsage RasterizerOpenGL::SetupDrawTextures(Maxwell::ShaderStage stag
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bool RasterizerOpenGL::SetupTexture(const Shader& shader, u32 binding,
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const Tegra::Texture::FullTextureInfo& texture,
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const GLShader::SamplerEntry& entry) {
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auto& unit{state.texture_units[binding]};
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unit.sampler = sampler_cache.GetSampler(texture.tsc);
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state.samplers[binding] = sampler_cache.GetSampler(texture.tsc);
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const auto view = texture_cache.GetTextureSurface(texture.tic, entry);
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if (!view) {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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unit.texture = 0;
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state.textures[binding] = 0;
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return false;
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}
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unit.texture = view->GetTexture();
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state.textures[binding] = view->GetTexture();
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if (view->GetSurfaceParams().IsBuffer()) {
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return true;
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@ -34,6 +34,25 @@ bool UpdateTie(T1 current_value, const T2 new_value) {
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return changed;
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}
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template <typename T>
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std::optional<std::pair<GLuint, GLsizei>> UpdateArray(T& current_values, const T& new_values) {
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std::optional<std::size_t> first;
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std::size_t last;
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for (std::size_t i = 0; i < std::size(current_values); ++i) {
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if (!UpdateValue(current_values[i], new_values[i])) {
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continue;
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}
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if (!first) {
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first = i;
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}
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last = i;
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}
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if (!first) {
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return std::nullopt;
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}
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return std::make_pair(static_cast<GLuint>(*first), static_cast<GLsizei>(last - *first + 1));
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}
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void Enable(GLenum cap, bool enable) {
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if (enable) {
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glEnable(cap);
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@ -134,10 +153,6 @@ OpenGLState::OpenGLState() {
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logic_op.enabled = false;
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logic_op.operation = GL_COPY;
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for (auto& texture_unit : texture_units) {
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texture_unit.Reset();
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}
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draw.read_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.vertex_array = 0;
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@ -496,72 +511,20 @@ void OpenGLState::ApplyAlphaTest() const {
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}
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void OpenGLState::ApplyTextures() const {
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bool has_delta{};
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std::size_t first{};
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std::size_t last{};
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std::array<GLuint, Maxwell::NumTextureSamplers> textures;
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for (std::size_t i = 0; i < std::size(texture_units); ++i) {
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const auto& texture_unit = texture_units[i];
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auto& cur_state_texture_unit = cur_state.texture_units[i];
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textures[i] = texture_unit.texture;
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if (cur_state_texture_unit.texture == textures[i]) {
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continue;
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}
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cur_state_texture_unit.texture = textures[i];
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if (!has_delta) {
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first = i;
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has_delta = true;
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}
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last = i;
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}
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if (has_delta) {
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glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
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textures.data() + first);
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if (const auto update = UpdateArray(cur_state.textures, textures)) {
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glBindTextures(update->first, update->second, textures.data() + update->first);
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}
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}
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void OpenGLState::ApplySamplers() const {
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bool has_delta{};
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std::size_t first{};
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std::size_t last{};
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std::array<GLuint, Maxwell::NumTextureSamplers> samplers;
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for (std::size_t i = 0; i < std::size(samplers); ++i) {
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samplers[i] = texture_units[i].sampler;
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if (cur_state.texture_units[i].sampler == texture_units[i].sampler) {
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continue;
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}
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cur_state.texture_units[i].sampler = texture_units[i].sampler;
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if (!has_delta) {
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first = i;
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has_delta = true;
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}
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last = i;
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}
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if (has_delta) {
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glBindSamplers(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
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samplers.data() + first);
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if (const auto update = UpdateArray(cur_state.samplers, samplers)) {
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glBindSamplers(update->first, update->second, samplers.data() + update->first);
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}
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}
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void OpenGLState::ApplyImages() const {
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bool has_delta{};
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std::size_t first{};
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std::size_t last{};
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for (std::size_t i = 0; i < std::size(images); ++i) {
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if (!UpdateValue(cur_state.images[i], images[i])) {
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continue;
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}
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if (!has_delta) {
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first = i;
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has_delta = true;
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}
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last = i;
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}
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if (has_delta) {
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glBindImageTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
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images.data() + first);
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if (const auto update = UpdateArray(cur_state.images, images)) {
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glBindImageTextures(update->first, update->second, images.data() + update->first);
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}
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}
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@ -627,18 +590,18 @@ void OpenGLState::EmulateViewportWithScissor() {
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}
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OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
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for (auto& unit : texture_units) {
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if (unit.texture == handle) {
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unit.Unbind();
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for (auto& texture : textures) {
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if (texture == handle) {
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texture = 0;
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}
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}
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return *this;
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}
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OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
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for (auto& unit : texture_units) {
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if (unit.sampler == handle) {
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unit.sampler = 0;
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for (auto& sampler : samplers) {
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if (sampler == handle) {
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sampler = 0;
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}
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}
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return *this;
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@ -118,22 +118,8 @@ public:
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GLenum operation;
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} logic_op;
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// 3 texture units - one for each that is used in PICA fragment shader emulation
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struct TextureUnit {
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GLuint texture; // GL_TEXTURE_BINDING_2D
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GLuint sampler; // GL_SAMPLER_BINDING
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void Unbind() {
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texture = 0;
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}
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void Reset() {
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Unbind();
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sampler = 0;
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}
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};
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std::array<TextureUnit, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> texture_units;
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures{};
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers{};
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images{};
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struct {
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@ -342,7 +342,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
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}};
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state.texture_units[0].texture = screen_info.display_texture;
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state.textures[0] = screen_info.display_texture;
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// Workaround brigthness problems in SMO by enabling sRGB in the final output
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// if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987
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state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
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@ -352,7 +352,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore default state
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state.framebuffer_srgb.enabled = false;
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state.texture_units[0].texture = 0;
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state.textures[0] = 0;
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state.AllDirty();
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state.Apply();
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// Clear sRGB state for the next frame
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