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Renderer: Draw ImGui interface to both eyes
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@ -199,9 +199,6 @@ public:
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void SaveScreenshot(std::string filename, bool wait_for_completion);
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void DrawDebugText();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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@ -243,6 +240,10 @@ public:
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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// Returns true if a layer-expanding geometry shader should be used when rendering the user
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// interface and final XFB.
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bool UseGeometryShaderForUI() const;
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// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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// Use with care, only non-drawing functions should be called from outside the video thread,
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// as the drawing is tied to a "frame".
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@ -275,6 +276,12 @@ protected:
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void CheckFifoRecording();
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void RecordVideoMemory();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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// Recompiles ImGui pipeline - call when stereo mode changes.
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bool RecompileImGuiPipeline();
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// Sets up ImGui state for the next frame.
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// This function itself acquires the ImGui lock, so it should not be held.
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void BeginImGuiFrame();
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