mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-22 22:01:06 -06:00
Allow for a more modular renderer backends (#990)
* Draft GPU3D renderer modularization * Update sources C++ standard to C++17 The top-level `CMakeLists.txt` is already using the C++17 standard. * Move GLCompositor into class type Some other misc fixes to push towards better modularity * Make renderer-implementation types move-only These types are going to be holding onto handles of GPU-side resources and shouldn't ever be copied around. * Fix OSX: Remove 'register' storage class specifier `register` has been removed in C++17... But this keyword hasn't done anything in years anyways. OSX builds consider this "warning" an error and it stops the whole build. * Add RestartFrame to Renderer3D interface * Move Accelerated property to Renderer3D interface There are points in the code base where we do: `renderer != 0` to know if we are feeding an openGL renderer. Rather than that we can instead just have this be a property of the renderer itself. With this pattern a renderer can just say how it wants its data to come in rather than have everyone know that they're talking to an OpenGL renderer. * Remove Accelerated flag from GPU * Move 2D_Soft interface in separate header Also make the current 2D engine an "owned" unique_ptr. * Update alignment attribute to standard alignas Uses standardized `alignas` rather than compiler-specific attributes. https://en.cppreference.com/w/cpp/language/alignas * Fix Clang: alignas specifier Alignment must be specified before the array to align the entire array. https://en.cppreference.com/w/cpp/language/alignas * Converted Renderer3D Accelerated to variable This flag is checked a lot during scanline rasterization. So rather than having an expensive vtable-lookup call during mainline rendering code, it is now a public constant bool type that is written to only once during Renderer3D initialization.
This commit is contained in:
101
src/GPU.cpp
101
src/GPU.cpp
@ -21,6 +21,7 @@
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#include "NDS.h"
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#include "GPU.h"
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#include "GPU2D_Soft.h"
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namespace GPU
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{
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@ -79,11 +80,10 @@ u8* VRAMPtr_BOBJ[0x8];
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int FrontBuffer;
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u32* Framebuffer[2][2];
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int Renderer;
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bool Accelerated;
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int Renderer = 0;
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GPU2D* GPU2D_A;
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GPU2D* GPU2D_B;
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std::unique_ptr<GPU2D> GPU2D_A = {};
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std::unique_ptr<GPU2D> GPU2D_B = {};
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/*
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VRAM invalidation tracking
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@ -145,25 +145,28 @@ u8 VRAMFlat_TexPal[128*1024];
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u32 OAMDirty;
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u32 PaletteDirty;
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#ifdef OGLRENDERER_ENABLED
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std::unique_ptr<GLCompositor> CurGLCompositor = {};
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#endif
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bool Init()
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{
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GPU2D_A = new GPU2D_Soft(0);
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GPU2D_B = new GPU2D_Soft(1);
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GPU2D_A = std::make_unique<GPU2D_Soft>(0);
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GPU2D_B = std::make_unique<GPU2D_Soft>(1);
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if (!GPU3D::Init()) return false;
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FrontBuffer = 0;
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Framebuffer[0][0] = NULL; Framebuffer[0][1] = NULL;
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Framebuffer[1][0] = NULL; Framebuffer[1][1] = NULL;
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Renderer = 0;
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Accelerated = false;
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return true;
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}
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void DeInit()
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{
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delete GPU2D_A;
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delete GPU2D_B;
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GPU2D_A.reset();
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GPU2D_B.reset();
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GPU3D::DeInit();
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if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
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@ -250,9 +253,12 @@ void Reset()
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memset(VRAMPtr_BBG, 0, sizeof(VRAMPtr_BBG));
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memset(VRAMPtr_BOBJ, 0, sizeof(VRAMPtr_BOBJ));
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int fbsize;
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if (Accelerated) fbsize = (256*3 + 1) * 192;
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else fbsize = 256 * 192;
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size_t fbsize;
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if (GPU3D::CurrentRenderer->Accelerated)
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fbsize = (256*3 + 1) * 192;
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else
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fbsize = 256 * 192;
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for (int i = 0; i < fbsize; i++)
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{
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Framebuffer[0][0][i] = 0xFFFFFFFF;
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@ -283,17 +289,22 @@ void Reset()
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void Stop()
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{
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int fbsize;
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if (Accelerated) fbsize = (256*3 + 1) * 192;
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else fbsize = 256 * 192;
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if (GPU3D::CurrentRenderer->Accelerated)
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fbsize = (256*3 + 1) * 192;
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else
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fbsize = 256 * 192;
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memset(Framebuffer[0][0], 0, fbsize*4);
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memset(Framebuffer[0][1], 0, fbsize*4);
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memset(Framebuffer[1][0], 0, fbsize*4);
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memset(Framebuffer[1][1], 0, fbsize*4);
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#ifdef OGLRENDERER_ENABLED
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if (Accelerated)
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GLCompositor::Stop();
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#endif
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// This needs a better way to know that we're
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// using the OpenGL renderer specifically
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if (GPU3D::CurrentRenderer->Accelerated)
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CurGLCompositor->Stop();
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#endif
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}
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void DoSavestate(Savestate* file)
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@ -382,37 +393,42 @@ void InitRenderer(int renderer)
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#ifdef OGLRENDERER_ENABLED
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if (renderer == 1)
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{
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if (!GLCompositor::Init())
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CurGLCompositor = std::make_unique<GLCompositor>();
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// Create opengl rendrerer
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if (!CurGLCompositor->Init())
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{
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// Fallback on software renderer
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renderer = 0;
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
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GPU3D::CurrentRenderer->Init();
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}
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else if (!GPU3D::GLRenderer::Init())
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::GLRenderer>();
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if (!GPU3D::CurrentRenderer->Init())
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{
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GLCompositor::DeInit();
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// Fallback on software renderer
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CurGLCompositor->DeInit();
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CurGLCompositor.reset();
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renderer = 0;
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
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}
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}
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else
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#endif
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{
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GPU3D::SoftRenderer::Init();
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GPU3D::CurrentRenderer = std::make_unique<GPU3D::SoftRenderer>();
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GPU3D::CurrentRenderer->Init();
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}
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Renderer = renderer;
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Accelerated = renderer != 0;
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}
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void DeInitRenderer()
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{
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if (Renderer == 0)
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{
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GPU3D::SoftRenderer::DeInit();
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}
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GPU3D::CurrentRenderer->DeInit();
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#ifdef OGLRENDERER_ENABLED
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else
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if (Renderer == 1)
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{
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GPU3D::GLRenderer::DeInit();
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GLCompositor::DeInit();
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CurGLCompositor->DeInit();
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}
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#endif
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}
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@ -421,13 +437,13 @@ void ResetRenderer()
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{
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if (Renderer == 0)
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{
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GPU3D::SoftRenderer::Reset();
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GPU3D::CurrentRenderer->Reset();
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}
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#ifdef OGLRENDERER_ENABLED
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else
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{
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GLCompositor::Reset();
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GPU3D::GLRenderer::Reset();
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CurGLCompositor->Reset();
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GPU3D::CurrentRenderer->Reset();
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}
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#endif
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}
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@ -440,10 +456,12 @@ void SetRenderSettings(int renderer, RenderSettings& settings)
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InitRenderer(renderer);
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}
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bool accel = Accelerated;
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int fbsize;
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if (accel) fbsize = (256*3 + 1) * 192;
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else fbsize = 256 * 192;
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if (GPU3D::CurrentRenderer->Accelerated)
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fbsize = (256*3 + 1) * 192;
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else
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fbsize = 256 * 192;
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if (Framebuffer[0][0]) { delete[] Framebuffer[0][0]; Framebuffer[0][0] = nullptr; }
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if (Framebuffer[1][0]) { delete[] Framebuffer[1][0]; Framebuffer[1][0] = nullptr; }
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if (Framebuffer[0][1]) { delete[] Framebuffer[0][1]; Framebuffer[0][1] = nullptr; }
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@ -461,18 +479,15 @@ void SetRenderSettings(int renderer, RenderSettings& settings)
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AssignFramebuffers();
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GPU2D_A->SetRenderSettings(accel);
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GPU2D_B->SetRenderSettings(accel);
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if (Renderer == 0)
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{
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GPU3D::SoftRenderer::SetRenderSettings(settings);
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GPU3D::CurrentRenderer->SetRenderSettings(settings);
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}
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#ifdef OGLRENDERER_ENABLED
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else
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{
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GLCompositor::SetRenderSettings(settings);
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GPU3D::GLRenderer::SetRenderSettings(settings);
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CurGLCompositor->SetRenderSettings(settings);
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GPU3D::CurrentRenderer->SetRenderSettings(settings);
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}
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#endif
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}
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@ -1149,7 +1164,9 @@ void StartScanline(u32 line)
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GPU3D::VBlank();
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#ifdef OGLRENDERER_ENABLED
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if (Accelerated) GLCompositor::RenderFrame();
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// Need a better way to identify the openGL renderer in particular
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if (GPU3D::CurrentRenderer->Accelerated)
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CurGLCompositor->RenderFrame();
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#endif
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}
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}
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