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Use main buffers for utility draws
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@ -114,6 +114,10 @@ public:
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{
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}
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// Drawing with currently-bound pipeline state.
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virtual void Draw(u32 base_vertex, u32 num_vertices) {}
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virtual void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) {}
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// Shader modules/objects.
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virtual std::unique_ptr<AbstractShader>
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CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
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@ -192,16 +196,6 @@ public:
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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// Drawing utility shaders.
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virtual void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
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u32 vertex_stride, u32 num_vertices)
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{
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}
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virtual void DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
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u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
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{
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}
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void ShowOSDMessage(OSDMessage message);
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protected:
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