forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1620 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			234 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// Preliminary non-working code.
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#include "Globals.h"
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#include "GLUtil.h"
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#include "MemoryUtil.h"
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#include "Render.h"
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#include "TextureMngr.h"
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#include "VertexShaderManager.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#define XFB_USE_SHADERS 1
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enum {
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	XFB_WIDTH = 640,
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	XFB_HEIGHT = 480, // 528 is max height.
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	XFB_BUF_HEIGHT = 538, //480,
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	// TODO: figure out what to do with PAL
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};
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#if XFB_USE_SHADERS
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static GLuint xfb_decoded_texture;
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void XFB_Init()
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{
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	glGenTextures(1, &xfb_decoded_texture);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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	glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_BUF_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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void XFB_Shutdown()
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{
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	glDeleteTextures(1, &xfb_decoded_texture);
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}
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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    u32 nBackbufferHeight = OpenGL_GetHeight();
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	TRectangle renderSrcRc;
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	renderSrcRc.left = sourceRc.left;
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	renderSrcRc.right = sourceRc.right;
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	renderSrcRc.top = nBackbufferHeight - sourceRc.top;
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	renderSrcRc.bottom = nBackbufferHeight - sourceRc.bottom; 
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	TextureConverter::EncodeToRam(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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{
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	TextureConverter::DecodeToTexture(xfb_in_ram, width, height, xfb_decoded_texture);
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	OpenGL_Update(); // just updates the render window position and the backbuffer size
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	Renderer::ResetGLState();
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	TextureMngr::EnableTexRECT(0);
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	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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	glActiveTexture(GL_TEXTURE0);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
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	glViewport(OpenGL_GetXoff(), OpenGL_GetYoff(),
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		   (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
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	GL_REPORT_ERRORD();
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	float w = (float)width;
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	float h = (float)height;
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	float yOff = (float)yOffset;
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    glBegin(GL_QUADS);
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	glTexCoord2f(w, 0 - yOff);  glVertex2f(1, -1);
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	glTexCoord2f(w, h - yOff);  glVertex2f(1, 1);
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	glTexCoord2f(0, h - yOff);  glVertex2f(-1, 1);
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	glTexCoord2f(0, 0 - yOff);  glVertex2f(-1,-1);
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    glEnd();	
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	TextureMngr::DisableStage(0);
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	Renderer::SwapBuffers();
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	Renderer::RestoreGLState();
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	GL_REPORT_ERRORD();
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}
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#else
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static GLuint xfb_texture;
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static u8 *xfb_buffer = 0;
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static u8 *efb_buffer = 0;
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static GLuint s_xfbFrameBuffer = 0;
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static GLuint s_xfbRenderBuffer = 0;
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void XFB_Init()
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{
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	// used to render XFB
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	xfb_buffer = new u8[XFB_WIDTH * XFB_BUF_HEIGHT * 4];
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	memset(xfb_buffer, 0, XFB_WIDTH * XFB_BUF_HEIGHT * 4);
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    glGenTextures(1, &xfb_texture);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
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    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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	// used to render EFB
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	glGenFramebuffersEXT( 1, &s_xfbFrameBuffer);
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	glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
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	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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	glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
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	// Ensure efb_buffer is aligned.
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	efb_buffer = (u8 *)AllocateMemoryPages(nBackbufferWidth * nBackbufferHeight * 4);
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}
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void XFB_Shutdown()
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{
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	glDeleteFramebuffersEXT(1, &s_xfbFrameBuffer);
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	glDeleteTextures(1, &xfb_texture);
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	xfb_texture = 0;
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	delete [] xfb_buffer;
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	xfb_buffer = 0;
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	FreeMemoryPages(efb_buffer, nBackbufferWidth * nBackbufferHeight * 4);
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}
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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	Renderer::SetRenderMode(Renderer::RM_Normal);
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	Renderer::ResetGLState();
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	 // switch to XFB frame buffer
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	Renderer::SetFramebuffer(s_xfbFrameBuffer);
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	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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	glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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	GL_REPORT_ERRORD();
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	glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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	glActiveTexture(GL_TEXTURE0);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
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    TextureMngr::EnableTexRECT(0);
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	for (int i = 1; i < 8; ++i)
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		TextureMngr::DisableStage(i);	
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	GL_REPORT_ERRORD();
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	glBegin(GL_QUADS);
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    glTexCoord2f(0, nBackbufferHeight); glVertex2f(-1,-1);
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	glTexCoord2f(0, 0); glVertex2f(-1,1);
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    glTexCoord2f(nBackbufferWidth, 0); glVertex2f(1,1);
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    glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(1,-1);
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    glEnd();
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	GL_REPORT_ERRORD();
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	int width = sourceRc.right - sourceRc.left;
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	int height = sourceRc.bottom - sourceRc.top;	
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	glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
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	GL_REPORT_ERRORD();
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	Renderer::SetFramebuffer(0);
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    Renderer::RestoreGLState();
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    VertexShaderMngr::SetViewportChanged();
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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    TextureMngr::DisableStage(0);
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	Renderer::RestoreGLState();
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    GL_REPORT_ERRORD();
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	// TODO - use shader for conversion
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	ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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{
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	OpenGL_Update(); // just updates the render window position and the backbuffer size
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    Renderer::SetRenderMode(Renderer::RM_Normal);
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    // render to the real buffer now 
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    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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    glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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	Renderer::ResetGLState();
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	// TODO - use shader for conversion
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	ConvertFromXFB((u32 *)xfb_buffer, xfb_in_ram, width, height);
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	glActiveTexture(GL_TEXTURE0);
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);	
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    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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    TextureMngr::EnableTexRECT(0);
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    for (int i = 1; i < 8; ++i)
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		TextureMngr::DisableStage(i);
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	GL_REPORT_ERRORD();
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    glBegin(GL_QUADS);
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	glTexCoord2f(width, height + yOffset); glVertex2f(1,-1);
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	glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1);
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	glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1);
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	glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
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    glEnd();
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	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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    TextureMngr::DisableStage(0);
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	Renderer::SwapBuffers();	
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	Renderer::RestoreGLState();
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    GL_REPORT_ERRORD();
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}
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#endif
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