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Fix RE2 and NFL QB Club 98 on GLES
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@ -19,7 +19,7 @@ namespace graphics {
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InternalColorFormatParam RGBA4(GL_RGBA4);
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InternalColorFormatParam RGBA4(GL_RGBA4);
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InternalColorFormatParam RGB5_A1(GL_RGB5_A1);
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InternalColorFormatParam RGB5_A1(GL_RGB5_A1);
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InternalColorFormatParam RG(GL_RG8);
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InternalColorFormatParam RG(GL_RG8);
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InternalColorFormatParam RED(GL_R8);
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InternalColorFormatParam R16F(GL_R16F);
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InternalColorFormatParam DEPTH(GL_DEPTH_COMPONENT24);
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InternalColorFormatParam DEPTH(GL_DEPTH_COMPONENT24);
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InternalColorFormatParam RG32F(GL_RG32F);
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InternalColorFormatParam RG32F(GL_RG32F);
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InternalColorFormatParam LUMINANCE(0x1909);
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InternalColorFormatParam LUMINANCE(0x1909);
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@ -19,7 +19,7 @@ namespace graphics {
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extern InternalColorFormatParam RGBA4;
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extern InternalColorFormatParam RGBA4;
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extern InternalColorFormatParam RGB5_A1;
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extern InternalColorFormatParam RGB5_A1;
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extern InternalColorFormatParam RG;
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extern InternalColorFormatParam RG;
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extern InternalColorFormatParam RED;
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extern InternalColorFormatParam R16F;
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extern InternalColorFormatParam DEPTH;
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extern InternalColorFormatParam DEPTH;
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extern InternalColorFormatParam RG32F;
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extern InternalColorFormatParam RG32F;
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extern InternalColorFormatParam LUMINANCE;
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extern InternalColorFormatParam LUMINANCE;
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@ -971,16 +971,21 @@ void TextureCache::_loadDepthTexture(CachedTexture * _pTexture, u16* _pDest)
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if (!config.generalEmulation.enableFragmentDepthWrite)
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if (!config.generalEmulation.enableFragmentDepthWrite)
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return;
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return;
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u32 size = _pTexture->realWidth * _pTexture->realHeight;
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std::vector<f32> pDestFloat(size);
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for (u32 i = 0; i < size; ++i)
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pDestFloat[i] = _pDest[i] / 65535.0;
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Context::InitTextureParams params;
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Context::InitTextureParams params;
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params.handle = _pTexture->name;
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params.handle = _pTexture->name;
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params.mipMapLevel = 0;
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params.mipMapLevel = 0;
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params.msaaLevel = 0;
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params.msaaLevel = 0;
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params.width = _pTexture->realWidth;
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params.width = _pTexture->realWidth;
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params.height = _pTexture->realHeight;
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params.height = _pTexture->realHeight;
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params.internalFormat = internalcolorFormat::RED;
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params.internalFormat = internalcolorFormat::R16F;
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params.format = colorFormat::RED;
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params.format = colorFormat::RED;
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params.dataType = datatype::UNSIGNED_SHORT;
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params.dataType = datatype::FLOAT;
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params.data = _pDest;
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params.data = pDestFloat.data();
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gfxContext.init2DTexture(params);
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gfxContext.init2DTexture(params);
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}
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}
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