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Renderer: Respect the active_fb GPU register.
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@ -78,14 +78,21 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
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*/
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void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
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const u32 active_fb_top = (GPU::g_regs.top_framebuffer.active_fb == 1)
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? GPU::g_regs.framebuffer_top_left_2
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: GPU::g_regs.framebuffer_top_left_1;
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const u32 active_fb_sub = (GPU::g_regs.sub_framebuffer.active_fb == 1)
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? GPU::g_regs.framebuffer_sub_left_2
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: GPU::g_regs.framebuffer_sub_left_1;
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DEBUG_LOG(GPU, "RenderXFB: %x bytes from %x(%xx%x), fmt %x",
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GPU::g_regs.top_framebuffer.stride * GPU::g_regs.top_framebuffer.height,
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GPU::GetFramebufferAddr(GPU::g_regs.framebuffer_top_left_1), (int)GPU::g_regs.top_framebuffer.width,
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(int)GPU::g_regs.top_framebuffer.height, (int)GPU::g_regs.top_framebuffer.format);
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// TODO: This should consider the GPU registers for framebuffer width, height and stride.
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FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
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FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
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FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
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FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped);
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// Blit the top framebuffer
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// ------------------------
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