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:
Techjar
2021-06-09 07:42:21 -04:00
parent 7ec02ee4d3
commit 1161af8059
41 changed files with 617 additions and 708 deletions

View File

@ -44,7 +44,6 @@ Make AA apply instantly during gameplay if possible
#include "Core/Config/GraphicsSettings.h"
#include "VideoBackends/OGL/OGLBoundingBox.h"
#include "VideoBackends/OGL/OGLPerfQuery.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLVertexManager.h"
@ -186,7 +185,6 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
g_perf_query = GetPerfQuery();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_sampler_cache = std::make_unique<SamplerCache>();
BoundingBox::Init();
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
@ -205,7 +203,6 @@ void VideoBackend::Shutdown()
{
g_shader_cache->Shutdown();
g_renderer->Shutdown();
BoundingBox::Shutdown();
g_sampler_cache.reset();
g_texture_cache.reset();
g_perf_query.reset();