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RenderBase: Eliminate renderer global accesses within the Renderer class
There's no need to access these globals, the instance itself has access to these data members and functions.
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@ -310,7 +310,7 @@ void Renderer::DrawDebugText()
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if (g_ActiveConfig.bShowFPS || SConfig::GetInstance().m_ShowFrameCount)
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{
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if (g_ActiveConfig.bShowFPS)
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final_cyan += StringFromFormat("FPS: %u", g_renderer->m_fps_counter.GetFPS());
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final_cyan += StringFromFormat("FPS: %u", m_fps_counter.GetFPS());
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if (g_ActiveConfig.bShowFPS && SConfig::GetInstance().m_ShowFrameCount)
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final_cyan += " - ";
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@ -439,8 +439,8 @@ void Renderer::DrawDebugText()
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final_cyan += Statistics::ToStringProj();
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// and then the text
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g_renderer->RenderText(final_cyan, 20, 20, 0xFF00FFFF);
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g_renderer->RenderText(final_yellow, 20, 20, 0xFFFFFF00);
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RenderText(final_cyan, 20, 20, 0xFF00FFFF);
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RenderText(final_yellow, 20, 20, 0xFFFFFF00);
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}
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float Renderer::CalculateDrawAspectRatio(int target_width, int target_height) const
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@ -723,10 +723,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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u64 ticks, float Gamma)
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{
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// TODO: merge more generic parts into VideoCommon
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g_renderer->SwapImpl(xfbAddr, fbWidth, fbStride, fbHeight, rc, ticks, Gamma);
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SwapImpl(xfbAddr, fbWidth, fbStride, fbHeight, rc, ticks, Gamma);
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if (m_xfb_written)
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g_renderer->m_fps_counter.Update();
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m_fps_counter.Update();
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frameCount++;
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GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
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