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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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@ -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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