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VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
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@ -265,19 +265,9 @@ void Renderer::UnbindTexture(const AbstractTexture* texture)
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D3D::stateman->ApplyTextures();
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}
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u16 Renderer::BBoxReadImpl(int index)
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std::unique_ptr<BoundingBox> Renderer::CreateBoundingBox() const
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{
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return static_cast<u16>(BBox::Get(index));
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}
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void Renderer::BBoxWriteImpl(int index, u16 value)
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{
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BBox::Set(index, value);
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}
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void Renderer::BBoxFlushImpl()
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{
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BBox::Flush();
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return std::make_unique<D3DBoundingBox>();
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}
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void Renderer::Flush()
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