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OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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@ -104,6 +104,9 @@ public:
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;
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virtual u16 BBoxRead(int index) = 0;
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virtual void BBoxWrite(int index, u16 value) = 0;
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// What's the real difference between these? Too similar names.
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virtual void ResetAPIState() = 0;
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virtual void RestoreAPIState() = 0;
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