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Implement AbstractGfx for OpenGL
Mostly involves moving contents of OGLRender to OGLGfx and OGLConfig
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@ -12,8 +12,8 @@
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#include "VideoBackends/OGL/OGLGfx.h"
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#include "VideoBackends/OGL/OGLPipeline.h"
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#include "VideoBackends/OGL/OGLRender.h"
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#include "VideoBackends/OGL/OGLStreamBuffer.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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@ -116,7 +116,7 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
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// Bind the correct view to the texel buffer slot.
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(format)]);
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Renderer::GetInstance()->InvalidateTextureBinding(0);
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GetOGLGfx()->InvalidateTextureBinding(0);
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return true;
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}
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@ -141,11 +141,11 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(format)]);
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Renderer::GetInstance()->InvalidateTextureBinding(0);
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GetOGLGfx()->InvalidateTextureBinding(0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(palette_format)]);
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Renderer::GetInstance()->InvalidateTextureBinding(1);
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GetOGLGfx()->InvalidateTextureBinding(1);
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return true;
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}
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