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Fix postprocessing shaders on Tegra
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@ -401,7 +401,7 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
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if (texture) {
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// We know the texture, we can do a DrawTexture shortcut on nvidia.
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#if defined(USING_GLES2) && !defined(__SYMBIAN32__) && !defined(MEEGO_EDITION_HARMATTAN) && !defined(IOS) && !defined(BLACKBERRY)
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if (gl_extensions.NV_draw_texture) {
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if (gl_extensions.NV_draw_texture && !program) {
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// Fast path for Tegra. TODO: Make this path work on desktop nvidia, seems glew doesn't have a clue.
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// Actually, on Desktop we should just use glBlitFramebuffer.
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glDrawTextureNV(texture, 0,
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@ -423,11 +423,11 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
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const float texCoords[8] = {0,v1, u2,v1, u2,v2, 0,v2};
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const GLubyte indices[4] = {0,1,3,2};
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if (!draw2dprogram_) {
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CompileDraw2DProgram();
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}
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if (!program) {
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if (!draw2dprogram_) {
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CompileDraw2DProgram();
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}
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program = draw2dprogram_;
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}
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