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renderer_opengl: Fix Morton copy byteswap, etc.
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@ -57,7 +57,7 @@ uniform sampler2D color_texture;
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void main() {
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// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
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// support more framebuffer pixel formats.
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color = texture(color_texture, frag_tex_coord).abgr;
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color = texture(color_texture, frag_tex_coord);
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}
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)";
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@ -311,10 +311,10 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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}
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std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.top, right),
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ScreenRectVertex(x + w, y, texcoords.bottom, right),
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ScreenRectVertex(x, y + h, texcoords.top, left),
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ScreenRectVertex(x + w, y + h, texcoords.bottom, left),
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ScreenRectVertex(x, y, texcoords.top, left),
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ScreenRectVertex(x + w, y, texcoords.bottom, left),
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ScreenRectVertex(x, y + h, texcoords.top, right),
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ScreenRectVertex(x + w, y + h, texcoords.bottom, right),
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}};
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state.texture_units[0].texture_2d = screen_info.display_texture;
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@ -151,7 +151,7 @@ static inline void MortonCopyPixels128(u32 width, u32 height, u32 bytes_per_pixe
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const u32 coarse_y = y & ~127;
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u32 morton_offset =
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GetMortonOffset128(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel;
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u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel;
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u32 gl_pixel_index = (x + y * width) * gl_bytes_per_pixel;
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data_ptrs[morton_to_gl] = morton_data + morton_offset;
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data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index];
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