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Don't assert when using the old Ge debugger in OpenGL
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8d6593b92b
commit
b097a54ee0
3 changed files with 6 additions and 4 deletions
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@ -2080,7 +2080,7 @@ CheckAlphaResult TextureCacheCommon::ReadIndexedTex(u8 *out, int outPitch, int l
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}
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}
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void TextureCacheCommon::ApplyTexture() {
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void TextureCacheCommon::ApplyTexture(bool doBind) {
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TexCacheEntry *entry = nextTexture_;
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if (!entry) {
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// Maybe we bound a framebuffer?
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@ -2161,7 +2161,9 @@ void TextureCacheCommon::ApplyTexture() {
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gstate_c.SetTextureIsBGRA(false);
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} else {
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entry->lastFrame = gpuStats.numFlips;
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BindTexture(entry);
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if (doBind) {
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BindTexture(entry);
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}
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gstate_c.SetTextureFullAlpha(entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL);
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gstate_c.SetTextureIs3D((entry->status & TexCacheEntry::STATUS_3D) != 0);
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gstate_c.SetTextureIsArray(false);
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@ -349,7 +349,7 @@ public:
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shaderManager_ = sm;
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}
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void ApplyTexture();
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void ApplyTexture(bool doBind = true);
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bool SetOffsetTexture(u32 yOffset);
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void Invalidate(u32 addr, int size, GPUInvalidationType type);
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void InvalidateAll(GPUInvalidationType type);
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@ -386,7 +386,7 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level,
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TexCacheEntry *entry = nextTexture_;
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// We might need a render pass to set the sampling params, unfortunately. Otherwise BuildTexture may crash.
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framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
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ApplyTexture();
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ApplyTexture(false);
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GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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