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FramebufferManager: Get rid of raw new and delete
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@ -5,6 +5,7 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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@ -69,7 +70,7 @@ public:
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static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc);
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static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
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static GLuint GetEFBFramebuffer(unsigned int layer = 0) { return (layer < m_EFBLayers) ? m_efbFramebuffer[layer] : m_efbFramebuffer[m_EFBLayers - 1]; }
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static GLuint GetEFBFramebuffer(unsigned int layer = 0) { return (layer < m_EFBLayers) ? m_efbFramebuffer[layer] : m_efbFramebuffer.back(); }
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static GLuint GetXFBFramebuffer() { return m_xfbFramebuffer; }
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// Resolved framebuffer is only used in MSAA mode.
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@ -105,14 +106,14 @@ private:
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static int m_msaaSamples;
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static GLenum m_textureType;
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static GLuint* m_efbFramebuffer;
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static std::vector<GLuint> m_efbFramebuffer;
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static GLuint m_xfbFramebuffer;
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static GLuint m_efbColor;
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static GLuint m_efbDepth;
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static GLuint m_efbColorSwap;// will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
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// Only used in MSAA mode, TODO: try to avoid them
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static GLuint* m_resolvedFramebuffer;
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static std::vector<GLuint> m_resolvedFramebuffer;
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static GLuint m_resolvedColorTexture;
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static GLuint m_resolvedDepthTexture;
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