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synced 2025-07-30 01:29:42 -06:00
VideoCommon: Abstract bounding box
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
This commit is contained in:
@ -1,91 +1,35 @@
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// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <array>
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#include <cstring>
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/OGLBoundingBox.h"
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#include "VideoBackends/OGL/OGLRender.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/VideoConfig.h"
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enum : u32
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{
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NUM_BBOX_VALUES = 4,
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};
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static GLuint s_bbox_buffer_id;
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static std::array<s32, NUM_BBOX_VALUES> s_bbox_values;
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static std::array<bool, NUM_BBOX_VALUES> s_bbox_dirty;
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static bool s_bbox_valid = false;
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namespace OGL
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{
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void BoundingBox::Init()
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OGLBoundingBox::~OGLBoundingBox()
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{
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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return;
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if (m_buffer_id)
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glDeleteBuffers(1, &m_buffer_id);
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}
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const s32 initial_values[NUM_BBOX_VALUES] = {0, 0, 0, 0};
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std::memcpy(s_bbox_values.data(), initial_values, sizeof(s_bbox_values));
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s_bbox_dirty = {};
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s_bbox_valid = true;
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bool OGLBoundingBox::Initialize()
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{
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const BBoxType initial_values[NUM_BBOX_VALUES] = {0, 0, 0, 0};
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glGenBuffers(1, &s_bbox_buffer_id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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glGenBuffers(1, &m_buffer_id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(initial_values), initial_values, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_buffer_id);
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return true;
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}
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void BoundingBox::Shutdown()
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std::vector<BBoxType> OGLBoundingBox::Read(u32 index, u32 length)
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{
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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return;
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glDeleteBuffers(1, &s_bbox_buffer_id);
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}
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void BoundingBox::Flush()
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{
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s_bbox_valid = false;
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if (std::none_of(s_bbox_dirty.begin(), s_bbox_dirty.end(), [](bool dirty) { return dirty; }))
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return;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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for (u32 start = 0; start < NUM_BBOX_VALUES;)
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{
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if (!s_bbox_dirty[start])
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{
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start++;
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continue;
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}
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u32 end = start + 1;
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s_bbox_dirty[start] = false;
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for (; end < NUM_BBOX_VALUES; end++)
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{
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if (!s_bbox_dirty[end])
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break;
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s_bbox_dirty[end] = false;
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}
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, start * sizeof(s32), (end - start) * sizeof(s32),
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&s_bbox_values[start]);
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}
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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void BoundingBox::Readback()
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{
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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std::vector<BBoxType> values(length);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
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// Using glMapBufferRange to read back the contents of the SSBO is extremely slow
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// on nVidia drivers. This is more noticeable at higher internal resolutions.
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@ -101,52 +45,33 @@ void BoundingBox::Readback()
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// explain why it needs the cache invalidate.
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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std::array<s32, NUM_BBOX_VALUES> gpu_values;
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(s32) * NUM_BBOX_VALUES,
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gpu_values.data());
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for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
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{
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if (!s_bbox_dirty[i])
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s_bbox_values[i] = gpu_values[i];
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}
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(BBoxType) * index,
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sizeof(BBoxType) * length, values.data());
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}
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else
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{
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// Using glMapBufferRange is faster on AMD cards by a measurable margin.
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void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(s32) * NUM_BBOX_VALUES,
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void* ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(BBoxType) * NUM_BBOX_VALUES,
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GL_MAP_READ_BIT);
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if (ptr)
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{
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for (u32 i = 0; i < NUM_BBOX_VALUES; i++)
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{
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if (!s_bbox_dirty[i])
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{
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std::memcpy(&s_bbox_values[i], reinterpret_cast<const u8*>(ptr) + sizeof(s32) * i,
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sizeof(s32));
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}
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}
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std::memcpy(values.data(), reinterpret_cast<const u8*>(ptr) + sizeof(BBoxType) * index,
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sizeof(BBoxType) * length);
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glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
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}
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}
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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s_bbox_valid = true;
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return values;
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}
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void BoundingBox::Set(int index, int value)
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void OGLBoundingBox::Write(u32 index, const std::vector<BBoxType>& values)
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{
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if (s_bbox_valid && s_bbox_values[index] == value)
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return;
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s_bbox_values[index] = value;
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s_bbox_dirty[index] = true;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_buffer_id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(BBoxType) * index,
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sizeof(BBoxType) * values.size(), values.data());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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int BoundingBox::Get(int index)
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{
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if (!s_bbox_valid)
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Readback();
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return s_bbox_values[index];
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}
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}; // namespace OGL
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} // namespace OGL
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@ -3,18 +3,26 @@
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#pragma once
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLUtil.h"
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#include "VideoCommon/BoundingBox.h"
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namespace OGL
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{
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class BoundingBox
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class OGLBoundingBox final : public BoundingBox
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{
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public:
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static void Init();
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static void Shutdown();
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~OGLBoundingBox() override;
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static void Flush();
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static void Readback();
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bool Initialize() override;
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static void Set(int index, int value);
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static int Get(int index);
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protected:
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std::vector<BBoxType> Read(u32 index, u32 length) override;
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void Write(u32 index, const std::vector<BBoxType>& values) override;
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private:
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GLuint m_buffer_id = 0;
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};
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}; // namespace OGL
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} // namespace OGL
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@ -44,7 +44,6 @@ Make AA apply instantly during gameplay if possible
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#include "Core/Config/GraphicsSettings.h"
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#include "VideoBackends/OGL/OGLBoundingBox.h"
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#include "VideoBackends/OGL/OGLPerfQuery.h"
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#include "VideoBackends/OGL/OGLRender.h"
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#include "VideoBackends/OGL/OGLVertexManager.h"
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@ -186,7 +185,6 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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g_perf_query = GetPerfQuery();
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g_texture_cache = std::make_unique<TextureCacheBase>();
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g_sampler_cache = std::make_unique<SamplerCache>();
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BoundingBox::Init();
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if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
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!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
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@ -205,7 +203,6 @@ void VideoBackend::Shutdown()
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{
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g_shader_cache->Shutdown();
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g_renderer->Shutdown();
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BoundingBox::Shutdown();
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g_sampler_cache.reset();
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g_texture_cache.reset();
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g_perf_query.reset();
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@ -851,19 +851,9 @@ void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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glScissor(rc.left, rc.top, rc.GetWidth(), rc.GetHeight());
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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>(BoundingBox::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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BoundingBox::Set(index, value);
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}
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void Renderer::BBoxFlushImpl()
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{
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BoundingBox::Flush();
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return std::make_unique<OGLBoundingBox>();
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}
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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@ -11,6 +11,8 @@
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#include "VideoCommon/RenderBase.h"
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class BoundingBox;
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namespace OGL
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{
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class OGLFramebuffer;
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@ -128,10 +130,6 @@ public:
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void BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
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u16 BBoxReadImpl(int index) override;
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void BBoxWriteImpl(int index, u16 value) override;
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void BBoxFlushImpl() override;
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void BeginUtilityDrawing() override;
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void EndUtilityDrawing() override;
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@ -164,6 +162,9 @@ public:
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// Restores FBO binding after it's been changed.
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void RestoreFramebufferBinding();
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protected:
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std::unique_ptr<BoundingBox> CreateBoundingBox() const override;
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private:
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void CheckForSurfaceChange();
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void CheckForSurfaceResize();
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