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https://github.com/dolphin-emu/dolphin.git
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Reformat all the things. Have fun with merge conflicts.
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@ -9,43 +9,43 @@
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namespace OGL
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{
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class GLVertexFormat : public NativeVertexFormat
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{
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public:
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GLVertexFormat(const PortableVertexDeclaration& vtx_decl);
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~GLVertexFormat();
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class GLVertexFormat : public NativeVertexFormat
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{
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public:
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GLVertexFormat(const PortableVertexDeclaration& vtx_decl);
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~GLVertexFormat();
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void SetupVertexPointers() override;
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void SetupVertexPointers() override;
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GLuint VAO;
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};
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GLuint VAO;
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};
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// Handles the OpenGL details of drawing lots of vertices quickly.
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// Other functionality is moving out.
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class VertexManager : public VertexManagerBase
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{
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public:
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VertexManager();
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~VertexManager();
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NativeVertexFormat* CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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VertexManager();
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~VertexManager();
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NativeVertexFormat* CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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// NativeVertexFormat use this
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GLuint m_vertex_buffers;
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GLuint m_index_buffers;
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GLuint m_last_vao;
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// NativeVertexFormat use this
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GLuint m_vertex_buffers;
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GLuint m_index_buffers;
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GLuint m_last_vao;
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protected:
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void ResetBuffer(u32 stride) override;
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void ResetBuffer(u32 stride) override;
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private:
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void Draw(u32 stride);
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void vFlush(bool useDstAlpha) override;
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void PrepareDrawBuffers(u32 stride);
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void Draw(u32 stride);
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void vFlush(bool useDstAlpha) override;
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void PrepareDrawBuffers(u32 stride);
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// Alternative buffers in CPU memory for primatives we are going to discard.
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std::vector<u8> m_cpu_v_buffer;
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std::vector<u16> m_cpu_i_buffer;
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// Alternative buffers in CPU memory for primatives we are going to discard.
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std::vector<u8> m_cpu_v_buffer;
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std::vector<u16> m_cpu_i_buffer;
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};
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}
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