Renderer formatting edits
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				@ -793,10 +793,10 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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        for (int x = 0; x < fb_color_texture.width; ++x) {
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            const u32 coarse_y = y & ~7;
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            u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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            u32 gl_px_idx = (x + y * fb_color_texture.width) * bytes_per_pixel;
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            u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
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            u8* pixel = color_buffer + dst_offset;
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            memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel);
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            memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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        }
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    }
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@ -834,11 +834,11 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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            for (int x = 0; x < fb_depth_texture.width; ++x) {
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                const u32 coarse_y = y & ~7;
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                u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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                u32 gl_px_idx = (x + y * fb_depth_texture.width);
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                u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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                u8* pixel = depth_buffer + dst_offset;
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                u32 depth_stencil = *(u32*)pixel;
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                ((u32*)temp_fb_depth_data)[gl_px_idx] = (depth_stencil << 8) | (depth_stencil >> 24);
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                ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
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            }
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        }
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    } else {
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@ -846,10 +846,10 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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            for (int x = 0; x < fb_depth_texture.width; ++x) {
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                const u32 coarse_y = y & ~7;
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                u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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                u32 gl_px_idx = (x + y * fb_depth_texture.width) * gl_bpp;
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                u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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                u8* pixel = depth_buffer + dst_offset;
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                memcpy(&temp_fb_depth_data[gl_px_idx], pixel, bytes_per_pixel);
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                memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
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            }
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        }
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    }
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@ -890,10 +890,10 @@ void RasterizerOpenGL::CommitColorBuffer() {
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                for (int x = 0; x < fb_color_texture.width; ++x) {
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                    const u32 coarse_y = y & ~7;
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                    u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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                    u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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                    u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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                    u8* pixel = color_buffer + dst_offset;
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                    memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel);
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                    memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
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                }
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            }
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        }
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@ -930,10 +930,10 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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                    for (int x = 0; x < fb_depth_texture.width; ++x) {
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                        const u32 coarse_y = y & ~7;
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                        u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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                        u32 gl_px_idx = (x + y * fb_depth_texture.width);
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                        u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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                        u8* pixel = depth_buffer + dst_offset;
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                        u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_px_idx];
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                        u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
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                        *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
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                    }
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                }
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@ -942,10 +942,10 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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                    for (int x = 0; x < fb_depth_texture.width; ++x) {
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                        const u32 coarse_y = y & ~7;
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                        u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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                        u32 gl_px_idx = (x + y * fb_depth_texture.width) * gl_bpp;
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                        u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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                        u8* pixel = depth_buffer + dst_offset;
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                        memcpy(pixel, &temp_gl_depth_data[gl_px_idx], bytes_per_pixel);
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                        memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
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                    }
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                }
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            }
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@ -84,10 +84,11 @@ void OpenGLState::Apply() {
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    // Color mask
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    if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
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        color_mask.green_enabled != cur_state.color_mask.green_enabled ||
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        color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
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        color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
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        glColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled, color_mask.alpha_enabled);
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            color_mask.green_enabled != cur_state.color_mask.green_enabled ||
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            color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
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            color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
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        glColorMask(color_mask.red_enabled, color_mask.green_enabled,
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                    color_mask.blue_enabled, color_mask.alpha_enabled);
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    }
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    // Stencil test
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@ -100,8 +101,8 @@ void OpenGLState::Apply() {
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    }
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    if (stencil.test_func != cur_state.stencil.test_func ||
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        stencil.test_ref != cur_state.stencil.test_ref ||
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        stencil.test_mask != cur_state.stencil.test_mask) {
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            stencil.test_ref != cur_state.stencil.test_ref ||
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            stencil.test_mask != cur_state.stencil.test_mask) {
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        glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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    }
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@ -125,17 +126,19 @@ void OpenGLState::Apply() {
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    }
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    if (blend.color.red != cur_state.blend.color.red ||
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        blend.color.green != cur_state.blend.color.green ||
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        blend.color.blue != cur_state.blend.color.blue ||
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        blend.color.alpha != cur_state.blend.color.alpha) {
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        glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
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            blend.color.green != cur_state.blend.color.green ||
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            blend.color.blue != cur_state.blend.color.blue ||
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            blend.color.alpha != cur_state.blend.color.alpha) {
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        glBlendColor(blend.color.red, blend.color.green,
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                     blend.color.blue, blend.color.alpha);
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    }
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    if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
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        blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
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        blend.src_a_func != cur_state.blend.src_a_func ||
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        blend.dst_a_func != cur_state.blend.dst_a_func) {
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        glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
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            blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
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            blend.src_a_func != cur_state.blend.src_a_func ||
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            blend.dst_a_func != cur_state.blend.dst_a_func) {
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        glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func,
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                            blend.src_a_func, blend.dst_a_func);
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    }
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    if (logic_op != cur_state.logic_op) {
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