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Use main buffers for utility draws
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@ -116,6 +116,8 @@ public:
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void SetInterlacingMode() override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void RenderText(const std::string& text, int left, int top, u32 color) override;
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@ -137,18 +139,14 @@ public:
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void ReinterpretPixelData(unsigned int convtype) override;
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void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices) override;
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void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
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u32 groups_x, u32 groups_y, u32 groups_z) override;
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std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
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// Only call methods from this on the GPU thread.
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GLContext* GetMainGLContext() const { return m_main_gl_context.get(); }
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bool IsGLES() const { return m_main_gl_context->IsGLES(); }
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const OGLPipeline* GetCurrentGraphicsPipeline() const { return m_graphics_pipeline; }
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private:
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void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
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const TargetRectangle& targetPixelRc, const void* data);
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@ -165,7 +163,6 @@ private:
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void ApplyBlendingState(const BlendingState state, bool force = false);
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void ApplyRasterizationState(const RasterizationState state, bool force = false);
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void ApplyDepthState(const DepthState state, bool force = false);
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void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
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std::unique_ptr<GLContext> m_main_gl_context;
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std::array<const AbstractTexture*, 8> m_bound_textures{};
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