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Some simple renaming
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c3c6a6a2f3
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@ -1304,7 +1304,7 @@ namespace DX9 {
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// all the irrelevant state checking it'll use to decide what to do. Should
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// do something more focused here.
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SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
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transformDraw_->Flush();
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drawEngine_->Flush();
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}
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void FramebufferManagerDX9::Resized() {
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@ -51,8 +51,8 @@ public:
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void SetShaderManager(ShaderManagerDX9 *sm) {
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shaderManager_ = sm;
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}
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void SetTransformDrawEngine(DrawEngineDX9 *td) {
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transformDraw_ = td;
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void SetDrawEngine(DrawEngineDX9 *td) {
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drawEngine_ = td;
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}
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virtual void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
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@ -133,7 +133,7 @@ private:
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TextureCacheDX9 *textureCache_;
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ShaderManagerDX9 *shaderManager_;
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DrawEngineDX9 *transformDraw_;
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DrawEngineDX9 *drawEngine_;
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// Used by post-processing shader
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std::vector<FBO *> extraFBOs_;
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@ -412,7 +412,7 @@ GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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framebufferManagerDX9_->Init();
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framebufferManagerDX9_->SetTextureCache(textureCacheDX9_);
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framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_);
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framebufferManagerDX9_->SetTransformDrawEngine(&drawEngine_);
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framebufferManagerDX9_->SetDrawEngine(&drawEngine_);
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textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_);
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textureCacheDX9_->SetDepalShaderCache(&depalShaderCache_);
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textureCacheDX9_->SetShaderManager(shaderManagerDX9_);
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@ -509,8 +509,8 @@ void FramebufferManagerGLES::DrawActiveTexture(GLuint texture, float x, float y,
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glEnableVertexAttribArray(program->a_position);
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glEnableVertexAttribArray(program->a_texcoord0);
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if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
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transformDraw_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
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transformDraw_->BindElementBuffer(indices, sizeof(indices));
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drawEngine_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
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drawEngine_->BindElementBuffer(indices, sizeof(indices));
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glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
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glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos));
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0);
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@ -1963,7 +1963,7 @@ void FramebufferManagerGLES::FlushBeforeCopy() {
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// all the irrelevant state checking it'll use to decide what to do. Should
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// do something more focused here.
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SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
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transformDraw_->Flush();
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drawEngine_->Flush();
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}
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void FramebufferManagerGLES::Resized() {
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@ -71,8 +71,8 @@ public:
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void SetShaderManager(ShaderManagerGLES *sm) {
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shaderManager_ = sm;
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}
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void SetTransformDrawEngine(DrawEngineGLES *td) {
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transformDraw_ = td;
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void SetDrawEngine(DrawEngineGLES *td) {
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drawEngine_ = td;
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}
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void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
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@ -166,7 +166,7 @@ private:
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TextureCacheGLES *textureCache_;
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ShaderManagerGLES *shaderManager_;
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DrawEngineGLES *transformDraw_;
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DrawEngineGLES *drawEngine_;
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// Used by post-processing shader
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std::vector<FBO *> extraFBOs_;
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@ -415,11 +415,11 @@ GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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framebufferManagerGL_->Init();
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framebufferManagerGL_->SetTextureCache(textureCacheGL_);
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framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
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framebufferManagerGL_->SetTransformDrawEngine(&drawEngine_);
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framebufferManagerGL_->SetDrawEngine(&drawEngine_);
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textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
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textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
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textureCacheGL_->SetShaderManager(shaderManagerGL_);
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textureCacheGL_->SetTransformDrawEngine(&drawEngine_);
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textureCacheGL_->SetDrawEngine(&drawEngine_);
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fragmentTestCache_.SetTextureCache(textureCacheGL_);
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// Sanity check gstate
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@ -850,7 +850,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
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TextureShaderApplier shaderApply(depal, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
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shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset);
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shaderApply.Use(transformDraw_);
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shaderApply.Use(drawEngine_);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, clutTexture);
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@ -65,8 +65,8 @@ public:
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void SetShaderManager(ShaderManagerGLES *sm) {
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shaderManager_ = sm;
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}
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void SetTransformDrawEngine(DrawEngineGLES *td) {
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transformDraw_ = td;
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void SetDrawEngine(DrawEngineGLES *td) {
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drawEngine_ = td;
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}
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size_t NumLoadedTextures() const {
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@ -129,7 +129,7 @@ private:
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FramebufferManagerGLES *framebufferManager_;
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DepalShaderCacheGLES *depalShaderCache_;
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ShaderManagerGLES *shaderManager_;
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DrawEngineGLES *transformDraw_;
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DrawEngineGLES *drawEngine_;
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const char *nextChangeReason_;
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bool nextNeedsRehash_;
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@ -414,7 +414,7 @@ GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_);
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textureCacheVulkan_->SetDepalShaderCache(&depalShaderCache_);
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textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_);
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textureCacheVulkan_->SetTransformDrawEngine(&drawEngine_);
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textureCacheVulkan_->SetDrawEngine(&drawEngine_);
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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@ -111,8 +111,8 @@ public:
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void SetShaderManager(ShaderManagerVulkan *sm) {
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shaderManager_ = sm;
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}
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void SetTransformDrawEngine(DrawEngineVulkan *td) {
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transformDraw_ = td;
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void SetDrawEngine(DrawEngineVulkan *td) {
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drawEngine_ = td;
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}
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size_t NumLoadedTextures() const {
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@ -171,7 +171,7 @@ private:
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FramebufferManagerVulkan *framebufferManager_;
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DepalShaderCacheVulkan *depalShaderCache_;
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ShaderManagerVulkan *shaderManager_;
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DrawEngineVulkan *transformDraw_;
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DrawEngineVulkan *drawEngine_;
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const char *nextChangeReason_;
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bool nextNeedsRehash_;
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