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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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@ -12,13 +12,13 @@
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#include "VideoBackends/Software/EfbCopy.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/SWBoundingBox.h"
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#include "VideoBackends/Software/SWOGLWindow.h"
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#include "VideoBackends/Software/SWTexture.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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@ -141,14 +141,9 @@ u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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return value;
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}
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u16 SWRenderer::BBoxReadImpl(int index)
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std::unique_ptr<BoundingBox> SWRenderer::CreateBoundingBox() const
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{
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return BoundingBox::GetCoordinate(static_cast<BoundingBox::Coordinate>(index));
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}
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void SWRenderer::BBoxWriteImpl(int index, u16 value)
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{
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BoundingBox::SetCoordinate(static_cast<BoundingBox::Coordinate>(index), value);
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return std::make_unique<SWBoundingBox>();
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}
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void SWRenderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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