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Dynamically allocate color textures.
Saves ram when the video software backend isn't being used.
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@ -20,7 +20,7 @@ static GLint attr_pos = -1, attr_tex = -1;
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static GLint uni_tex = -1;
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static GLint uni_tex = -1;
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static GLuint program;
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static GLuint program;
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static u8 s_xfbColorTexture[2][640*568*4];
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static u8 *s_xfbColorTexture[2];
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static int s_currentColorTexture = 0;
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static int s_currentColorTexture = 0;
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static volatile bool s_bScreenshot;
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static volatile bool s_bScreenshot;
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@ -41,6 +41,8 @@ void SWRenderer::Init()
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void SWRenderer::Shutdown()
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void SWRenderer::Shutdown()
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{
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{
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delete s_xfbColorTexture[0];
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delete s_xfbColorTexture[1];
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glDeleteProgram(program);
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glDeleteProgram(program);
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glDeleteTextures(1, &s_RenderTarget);
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glDeleteTextures(1, &s_RenderTarget);
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#ifndef USE_GLES
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#ifndef USE_GLES
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@ -79,7 +81,9 @@ void CreateShaders()
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void SWRenderer::Prepare()
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void SWRenderer::Prepare()
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{
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{
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memset(s_xfbColorTexture, 0, sizeof(s_xfbColorTexture));
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s_xfbColorTexture[0] = new u8[640*568*4];
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s_xfbColorTexture[1] = new u8[640*568*4];
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s_currentColorTexture = 0;
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s_currentColorTexture = 0;
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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