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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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@ -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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