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https://github.com/dolphin-emu/dolphin.git
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779fe13e62
Massively improves performance in Mario Galaxy on Android.
213 lines
7.3 KiB
C++
213 lines
7.3 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <memory>
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#include <optional>
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#include "Common/CommonTypes.h"
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#include "Common/EnumFormatter.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureConfig.h"
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class NativeVertexFormat;
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class PointerWrap;
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enum class EFBReinterpretType
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{
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RGB8ToRGB565 = 0,
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RGB8ToRGBA6 = 1,
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RGBA6ToRGB8 = 2,
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RGBA6ToRGB565 = 3,
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RGB565ToRGB8 = 4,
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RGB565ToRGBA6 = 5
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};
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constexpr u32 NUM_EFB_REINTERPRET_TYPES = 6;
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template <>
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struct fmt::formatter<EFBReinterpretType> : EnumFormatter<EFBReinterpretType::RGB565ToRGBA6>
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{
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static constexpr array_type names = {"RGB8 to RGB565", "RGB8 to RGBA6", "RGBA6 to RGB8",
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"RGB6 to RGB565", "RGB565 to RGB8", "RGB565 to RGBA6"};
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constexpr formatter() : EnumFormatter(names) {}
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};
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inline bool AddressRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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{
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return !((aLower >= bUpper) || (bLower >= aUpper));
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}
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class FramebufferManager final
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{
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public:
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FramebufferManager();
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virtual ~FramebufferManager();
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// Does not require the framebuffer to be created. Slower than direct queries.
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static AbstractTextureFormat GetEFBColorFormat();
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static AbstractTextureFormat GetEFBDepthFormat();
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static AbstractTextureFormat GetEFBDepthCopyFormat();
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static TextureConfig GetEFBColorTextureConfig();
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static TextureConfig GetEFBDepthTextureConfig();
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// Accessors.
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AbstractTexture* GetEFBColorTexture() const { return m_efb_color_texture.get(); }
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AbstractTexture* GetEFBDepthTexture() const { return m_efb_depth_texture.get(); }
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AbstractFramebuffer* GetEFBFramebuffer() const { return m_efb_framebuffer.get(); }
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u32 GetEFBWidth() const { return m_efb_color_texture->GetWidth(); }
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u32 GetEFBHeight() const { return m_efb_color_texture->GetHeight(); }
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u32 GetEFBLayers() const { return m_efb_color_texture->GetLayers(); }
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u32 GetEFBSamples() const { return m_efb_color_texture->GetSamples(); }
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bool IsEFBMultisampled() const { return m_efb_color_texture->IsMultisampled(); }
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bool IsEFBStereo() const { return m_efb_color_texture->GetLayers() > 1; }
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FramebufferState GetEFBFramebufferState() const;
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// First-time setup.
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bool Initialize();
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// Recreate EFB framebuffers, call when the EFB size (IR) changes.
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void RecreateEFBFramebuffer();
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// Recompile shaders, use when MSAA mode changes.
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void RecompileShaders();
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// This is virtual, because D3D has both normalized and integer framebuffers.
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void BindEFBFramebuffer();
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// Resolve color/depth textures to a non-msaa texture, and return it.
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AbstractTexture* ResolveEFBColorTexture(const MathUtil::Rectangle<int>& region);
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AbstractTexture* ResolveEFBDepthTexture(const MathUtil::Rectangle<int>& region,
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bool force_r32f = false);
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// Reinterpret pixel format of EFB color texture.
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// Assumes no render pass is currently in progress.
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// Swaps EFB framebuffers, so re-bind afterwards.
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bool ReinterpretPixelData(EFBReinterpretType convtype);
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// Clears the EFB using shaders.
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void ClearEFB(const MathUtil::Rectangle<int>& rc, bool clear_color, bool clear_alpha,
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bool clear_z, u32 color, u32 z);
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// Reads a framebuffer value back from the GPU. This may block if the cache is not current.
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u32 PeekEFBColor(u32 x, u32 y);
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float PeekEFBDepth(u32 x, u32 y);
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void SetEFBCacheTileSize(u32 size);
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void InvalidatePeekCache(bool forced = true);
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void RefreshPeekCache();
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void FlagPeekCacheAsOutOfDate();
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void EndOfFrame();
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// Writes a value to the framebuffer. This will never block, and writes will be batched.
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void PokeEFBColor(u32 x, u32 y, u32 color);
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void PokeEFBDepth(u32 x, u32 y, float depth);
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void FlushEFBPokes();
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// Save state load/save.
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void DoState(PointerWrap& p);
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protected:
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struct EFBPokeVertex
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{
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float position[4];
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u32 color;
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};
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static_assert(std::is_standard_layout<EFBPokeVertex>::value, "EFBPokeVertex is standard-layout");
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struct EFBCacheTile
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{
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bool present;
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u8 frame_access_mask;
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};
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// EFB cache - for CPU EFB access
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// Tiles are ordered left-to-right, then top-to-bottom
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struct EFBCacheData
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{
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std::unique_ptr<AbstractTexture> texture;
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std::unique_ptr<AbstractFramebuffer> framebuffer;
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std::unique_ptr<AbstractStagingTexture> readback_texture;
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std::unique_ptr<AbstractPipeline> copy_pipeline;
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std::vector<EFBCacheTile> tiles;
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bool out_of_date;
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bool valid;
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bool needs_flush;
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};
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bool CreateEFBFramebuffer();
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void DestroyEFBFramebuffer();
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bool CompileConversionPipelines();
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void DestroyConversionPipelines();
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bool CompileReadbackPipelines();
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void DestroyReadbackPipelines();
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bool CreateReadbackFramebuffer();
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void DestroyReadbackFramebuffer();
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bool CompileClearPipelines();
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void DestroyClearPipelines();
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bool CompilePokePipelines();
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void DestroyPokePipelines();
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bool IsUsingTiledEFBCache() const;
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bool IsEFBCacheTilePresent(bool depth, u32 x, u32 y, u32* tile_index) const;
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MathUtil::Rectangle<int> GetEFBCacheTileRect(u32 tile_index) const;
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void PopulateEFBCache(bool depth, u32 tile_index, bool async = false);
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void CreatePokeVertices(std::vector<EFBPokeVertex>* destination_list, u32 x, u32 y, float z,
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u32 color);
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void DrawPokeVertices(const EFBPokeVertex* vertices, u32 vertex_count,
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const AbstractPipeline* pipeline);
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void DoLoadState(PointerWrap& p);
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void DoSaveState(PointerWrap& p);
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std::unique_ptr<AbstractTexture> m_efb_color_texture;
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std::unique_ptr<AbstractTexture> m_efb_convert_color_texture;
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std::unique_ptr<AbstractTexture> m_efb_depth_texture;
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std::unique_ptr<AbstractTexture> m_efb_resolve_color_texture;
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std::unique_ptr<AbstractTexture> m_efb_depth_resolve_texture;
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std::unique_ptr<AbstractFramebuffer> m_efb_framebuffer;
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std::unique_ptr<AbstractFramebuffer> m_efb_convert_framebuffer;
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std::unique_ptr<AbstractFramebuffer> m_efb_color_resolve_framebuffer;
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std::unique_ptr<AbstractFramebuffer> m_efb_depth_resolve_framebuffer;
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std::unique_ptr<AbstractPipeline> m_efb_color_resolve_pipeline;
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std::unique_ptr<AbstractPipeline> m_efb_depth_resolve_pipeline;
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// Pipeline for restoring the contents of the EFB from a save state
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std::unique_ptr<AbstractPipeline> m_efb_restore_pipeline;
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// Format conversion shaders
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std::array<std::unique_ptr<AbstractPipeline>, 6> m_format_conversion_pipelines;
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// EFB cache - for CPU EFB access
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u32 m_efb_cache_tile_size = 0;
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u32 m_efb_cache_tiles_wide = 0;
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EFBCacheData m_efb_color_cache = {};
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EFBCacheData m_efb_depth_cache = {};
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// EFB clear pipelines
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// Indexed by [color_write_enabled][alpha_write_enabled][depth_write_enabled]
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std::array<std::array<std::array<std::unique_ptr<AbstractPipeline>, 2>, 2>, 2>
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m_efb_clear_pipelines;
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// EFB poke drawing setup
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std::unique_ptr<NativeVertexFormat> m_poke_vertex_format;
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std::unique_ptr<AbstractPipeline> m_color_poke_pipeline;
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std::unique_ptr<AbstractPipeline> m_depth_poke_pipeline;
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std::vector<EFBPokeVertex> m_color_poke_vertices;
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std::vector<EFBPokeVertex> m_depth_poke_vertices;
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};
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extern std::unique_ptr<FramebufferManager> g_framebuffer_manager;
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