gl_state: Remove viewport and depth range tracking
This commit is contained in:
parent
7c16b3551b
commit
d3e433a380
7 changed files with 39 additions and 101 deletions
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@ -574,7 +574,7 @@ public:
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f32 translate_z;
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f32 translate_z;
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INSERT_UNION_PADDING_WORDS(2);
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INSERT_UNION_PADDING_WORDS(2);
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Common::Rectangle<s32> GetRect() const {
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Common::Rectangle<f32> GetRect() const {
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return {
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return {
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GetX(), // left
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GetX(), // left
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GetY() + GetHeight(), // top
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GetY() + GetHeight(), // top
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@ -583,20 +583,20 @@ public:
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};
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};
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};
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};
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s32 GetX() const {
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f32 GetX() const {
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return static_cast<s32>(std::max(0.0f, translate_x - std::fabs(scale_x)));
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return std::max(0.0f, translate_x - std::fabs(scale_x));
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}
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}
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s32 GetY() const {
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f32 GetY() const {
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return static_cast<s32>(std::max(0.0f, translate_y - std::fabs(scale_y)));
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return std::max(0.0f, translate_y - std::fabs(scale_y));
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}
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}
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s32 GetWidth() const {
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f32 GetWidth() const {
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return static_cast<s32>(translate_x + std::fabs(scale_x)) - GetX();
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return translate_x + std::fabs(scale_x) - GetX();
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}
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}
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s32 GetHeight() const {
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f32 GetHeight() const {
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return static_cast<s32>(translate_y + std::fabs(scale_y)) - GetY();
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return translate_y + std::fabs(scale_y) - GetY();
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}
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}
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};
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};
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@ -360,7 +360,6 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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texture_cache.GuardRenderTargets(false);
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texture_cache.GuardRenderTargets(false);
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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SyncViewport(state);
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}
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}
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void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
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void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
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@ -405,7 +404,6 @@ void RasterizerOpenGL::Clear() {
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SCOPE_EXIT({ prev_state.Apply(); });
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState clear_state{OpenGLState::GetCurState()};
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OpenGLState clear_state{OpenGLState::GetCurState()};
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clear_state.SetDefaultViewports();
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
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regs.clear_buffers.A) {
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regs.clear_buffers.A) {
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use_color = true;
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use_color = true;
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@ -464,7 +462,6 @@ void RasterizerOpenGL::Clear() {
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ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
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ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
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SyncViewport(clear_state);
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SyncRasterizeEnable(clear_state);
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SyncRasterizeEnable(clear_state);
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if (regs.clear_flags.scissor) {
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if (regs.clear_flags.scissor) {
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SyncScissorTest();
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SyncScissorTest();
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@ -496,6 +493,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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query_cache.UpdateCounters();
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query_cache.UpdateCounters();
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SyncViewport();
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SyncRasterizeEnable(state);
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SyncRasterizeEnable(state);
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SyncColorMask();
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SyncColorMask();
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SyncFragmentColorClampState();
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SyncFragmentColorClampState();
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@ -935,22 +933,14 @@ void RasterizerOpenGL::SetupImage(u32 binding, const Tegra::Texture::TICEntry& t
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state.images[binding] = view->GetTexture();
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state.images[binding] = view->GetTexture();
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}
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}
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void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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void RasterizerOpenGL::SyncViewport() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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const bool geometry_shaders_enabled =
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for (std::size_t i = 0; i < Maxwell::NumViewports; ++i) {
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regs.IsShaderConfigEnabled(static_cast<size_t>(Maxwell::ShaderProgram::Geometry));
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const std::size_t viewport_count =
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geometry_shaders_enabled ? Tegra::Engines::Maxwell3D::Regs::NumViewports : 1;
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for (std::size_t i = 0; i < viewport_count; i++) {
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auto& viewport = current_state.viewports[i];
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const auto& src = regs.viewports[i];
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const auto& src = regs.viewports[i];
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const Common::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
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const Common::Rectangle<f32> rect{regs.viewport_transform[i].GetRect()};
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viewport.x = viewport_rect.left;
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glViewportIndexedf(static_cast<GLuint>(i), rect.left, rect.bottom, rect.GetWidth(),
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viewport.y = viewport_rect.bottom;
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rect.GetHeight());
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viewport.width = viewport_rect.GetWidth();
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glDepthRangef(src.depth_range_near, src.depth_range_far);
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viewport.height = viewport_rect.GetHeight();
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viewport.depth_range_far = src.depth_range_far;
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viewport.depth_range_near = src.depth_range_near;
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}
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}
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bool flip_y = false;
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bool flip_y = false;
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@ -130,7 +130,7 @@ private:
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const GLShader::ImageEntry& entry);
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const GLShader::ImageEntry& entry);
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/// Syncs the viewport and depth range to match the guest state
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/// Syncs the viewport and depth range to match the guest state
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void SyncViewport(OpenGLState& current_state);
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void SyncViewport();
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/// Syncs the depth clamp state
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/// Syncs the depth clamp state
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void SyncDepthClamp();
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void SyncDepthClamp();
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@ -85,10 +85,6 @@ void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
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OpenGLState::OpenGLState() = default;
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OpenGLState::OpenGLState() = default;
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void OpenGLState::SetDefaultViewports() {
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viewports.fill(Viewport{});
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}
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void OpenGLState::ApplyFramebufferState() {
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void OpenGLState::ApplyFramebufferState() {
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if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
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if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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@ -150,30 +146,6 @@ void OpenGLState::ApplyStencilTest() {
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ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
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ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
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}
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}
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void OpenGLState::ApplyViewport() {
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for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) {
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const auto& updated = viewports[i];
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auto& current = cur_state.viewports[i];
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if (current.x != updated.x || current.y != updated.y || current.width != updated.width ||
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current.height != updated.height) {
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current.x = updated.x;
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current.y = updated.y;
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current.width = updated.width;
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current.height = updated.height;
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glViewportIndexedf(i, static_cast<GLfloat>(updated.x), static_cast<GLfloat>(updated.y),
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static_cast<GLfloat>(updated.width),
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static_cast<GLfloat>(updated.height));
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}
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if (current.depth_range_near != updated.depth_range_near ||
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current.depth_range_far != updated.depth_range_far) {
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current.depth_range_near = updated.depth_range_near;
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current.depth_range_far = updated.depth_range_far;
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glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
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}
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}
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}
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void OpenGLState::ApplyGlobalBlending() {
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void OpenGLState::ApplyGlobalBlending() {
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const Blend& updated = blend[0];
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const Blend& updated = blend[0];
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Blend& current = cur_state.blend[0];
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Blend& current = cur_state.blend[0];
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@ -283,7 +255,6 @@ void OpenGLState::Apply() {
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ApplyProgramPipeline();
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ApplyProgramPipeline();
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ApplyClipDistances();
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ApplyClipDistances();
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ApplyRasterizerDiscard();
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ApplyRasterizerDiscard();
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ApplyViewport();
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ApplyStencilTest();
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ApplyStencilTest();
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ApplyBlending();
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ApplyBlending();
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ApplyTextures();
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ApplyTextures();
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@ -56,16 +56,6 @@ public:
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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} draw;
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struct Viewport {
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GLint x = 0;
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GLint y = 0;
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GLint width = 0;
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GLint height = 0;
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GLfloat depth_range_near = 0.0f; // GL_DEPTH_RANGE
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GLfloat depth_range_far = 1.0f; // GL_DEPTH_RANGE
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};
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std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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struct {
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struct {
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@ -82,7 +72,6 @@ public:
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return cur_state;
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return cur_state;
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}
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}
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void SetDefaultViewports();
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/// Apply this state as the current OpenGL state
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/// Apply this state as the current OpenGL state
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void Apply();
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void Apply();
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@ -92,7 +81,6 @@ public:
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void ApplyClipDistances();
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void ApplyClipDistances();
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void ApplyRasterizerDiscard();
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void ApplyRasterizerDiscard();
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void ApplyStencilTest();
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void ApplyStencilTest();
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void ApplyViewport();
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void ApplyTargetBlending(std::size_t target, bool force);
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void ApplyTargetBlending(std::size_t target, bool force);
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void ApplyGlobalBlending();
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void ApplyGlobalBlending();
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void ApplyBlending();
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void ApplyBlending();
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@ -205,8 +205,8 @@ constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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constexpr GLint ModelViewMatrixLocation = 0;
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struct ScreenRectVertex {
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struct ScreenRectVertex {
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constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v)
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
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: position{{x, y}}, tex_coord{{u, v}} {}
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> tex_coord;
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std::array<GLfloat, 2> tex_coord;
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@ -514,8 +514,18 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height);
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glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height);
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}
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}
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void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w,
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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float h) {
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if (renderer_settings.set_background_color) {
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// Update background color before drawing
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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}
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// Set projection matrix
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
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const auto& texcoords = screen_info.display_texcoords;
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const auto& texcoords = screen_info.display_texcoords;
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auto left = texcoords.left;
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auto left = texcoords.left;
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auto right = texcoords.right;
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auto right = texcoords.right;
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static_cast<f32>(screen_info.texture.height);
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static_cast<f32>(screen_info.texture.height);
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}
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}
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const auto& screen = layout.screen;
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const std::array vertices = {
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const std::array vertices = {
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ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
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ScreenRectVertex(screen.left, screen.top, texcoords.top * scale_u, left * scale_v),
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ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
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ScreenRectVertex(screen.right, screen.top, texcoords.bottom * scale_u, left * scale_v),
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ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
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ScreenRectVertex(screen.left, screen.bottom, texcoords.top * scale_u, right * scale_v),
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ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
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ScreenRectVertex(screen.right, screen.bottom, texcoords.bottom * scale_u, right * scale_v),
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};
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};
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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state.textures[0] = screen_info.display_texture;
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state.textures[0] = screen_info.display_texture;
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state.Apply();
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state.Apply();
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glFrontFace(GL_CW);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glViewport(0, 0, layout.width, layout.height);
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, position));
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offsetof(ScreenRectVertex, position));
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glVertexAttribBinding(TexCoordLocation, 0);
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glVertexAttribBinding(TexCoordLocation, 0);
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore default state
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// Restore default state
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state.Apply();
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state.Apply();
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}
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}
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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if (renderer_settings.set_background_color) {
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// Update background color before drawing
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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}
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const auto& screen = layout.screen;
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glViewport(0, 0, layout.width, layout.height);
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glClear(GL_COLOR_BUFFER_BIT);
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// Set projection matrix
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
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DrawScreenTriangles(screen_info, static_cast<float>(screen.left),
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static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()),
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static_cast<float>(screen.GetHeight()));
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}
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void RendererOpenGL::TryPresent(int timeout_ms) {
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void RendererOpenGL::TryPresent(int timeout_ms) {
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const auto& layout = render_window.GetFramebufferLayout();
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const auto& layout = render_window.GetFramebufferLayout();
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auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
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auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
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@ -76,8 +76,6 @@ private:
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/// Draws the emulated screens to the emulator window.
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/// Draws the emulated screens to the emulator window.
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void DrawScreen(const Layout::FramebufferLayout& layout);
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void DrawScreen(const Layout::FramebufferLayout& layout);
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void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void RenderScreenshot();
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void RenderScreenshot();
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/// Loads framebuffer from emulated memory into the active OpenGL texture.
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/// Loads framebuffer from emulated memory into the active OpenGL texture.
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