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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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@ -10,6 +10,7 @@
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#include "VideoCommon/RenderBase.h"
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class BoundingBox;
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class SWOGLWindow;
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namespace SW
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@ -43,8 +44,6 @@ public:
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
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void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) 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 RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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@ -59,6 +58,9 @@ public:
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const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect) override;
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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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std::unique_ptr<SWOGLWindow> m_window;
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};
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