gl_rasterizer: Implement clear for non-zero render targets.
- Several misc. changes to ConfigureFramebuffers in support of this.
This commit is contained in:
		@@ -294,19 +294,12 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
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        cached_pages.add({pages_interval, delta});
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}
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void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents) {
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void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
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                                             bool preserve_contents,
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                                             boost::optional<size_t> single_color_target) {
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    MICROPROFILE_SCOPE(OpenGL_Framebuffer);
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    const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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    const bool has_stencil = regs.stencil_enable;
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    const bool write_color_fb =
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        state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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        state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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    const bool write_depth_fb =
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        (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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        (has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
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    Surface depth_surface;
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    if (using_depth_fb) {
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        depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
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@@ -321,19 +314,41 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_
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    state.draw.draw_framebuffer = framebuffer.handle;
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    state.Apply();
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    std::array<GLenum, Maxwell::NumRenderTargets> buffers;
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    for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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        Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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        buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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                               GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
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                               color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
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    if (using_color_fb) {
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        if (single_color_target) {
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            // Used when just a single color attachment is enabled, e.g. for clearing a color buffer
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            Surface color_surface =
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                res_cache.GetColorBufferSurface(*single_color_target, preserve_contents);
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            glFramebufferTexture2D(
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                GL_DRAW_FRAMEBUFFER,
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                GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target), GL_TEXTURE_2D,
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                color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
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            glDrawBuffer(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target));
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        } else {
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            // Multiple color attachments are enabled
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            std::array<GLenum, Maxwell::NumRenderTargets> buffers;
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            for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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                Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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                buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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                glFramebufferTexture2D(
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                    GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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                    GL_TEXTURE_2D, color_surface != nullptr ? color_surface->Texture().handle : 0,
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                    0);
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            }
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            glDrawBuffers(regs.rt_control.count, buffers.data());
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        }
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    } else {
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        // No color attachments are enabled - zero out all of them
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        for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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                                   GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
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                                   0, 0);
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        }
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        glDrawBuffer(GL_NONE);
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    }
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    glDrawBuffers(regs.rt_control.count, buffers.data());
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    if (depth_surface) {
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        if (has_stencil) {
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        if (regs.stencil_enable) {
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            // Attach both depth and stencil
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            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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                                   depth_surface->Texture().handle, 0);
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@@ -360,8 +375,9 @@ void RasterizerOpenGL::Clear() {
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    SCOPE_EXIT({ prev_state.Apply(); });
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    const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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    bool use_color_fb = false;
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    bool use_depth_fb = false;
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    bool use_color{};
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    bool use_depth{};
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    bool use_stencil{};
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    OpenGLState clear_state;
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    clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
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@@ -370,22 +386,13 @@ void RasterizerOpenGL::Clear() {
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    clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
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    clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
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    GLbitfield clear_mask{};
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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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        if (regs.clear_buffers.RT == 0) {
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            // We only support clearing the first color attachment for now
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            clear_mask |= GL_COLOR_BUFFER_BIT;
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            use_color_fb = true;
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        } else {
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            // TODO(subv): Add support for the other color attachments
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            LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT);
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        }
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        use_color = true;
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    }
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    if (regs.clear_buffers.Z) {
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        ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
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        use_depth_fb = true;
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        clear_mask |= GL_DEPTH_BUFFER_BIT;
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        use_depth = true;
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        // Always enable the depth write when clearing the depth buffer. The depth write mask is
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        // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
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@@ -394,33 +401,33 @@ void RasterizerOpenGL::Clear() {
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    }
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    if (regs.clear_buffers.S) {
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        ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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        use_depth_fb = true;
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        clear_mask |= GL_STENCIL_BUFFER_BIT;
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        use_stencil = true;
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        clear_state.stencil.test_enabled = true;
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    }
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    if (!use_color_fb && !use_depth_fb) {
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    if (!use_color && !use_depth && !use_stencil) {
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        // No color surface nor depth/stencil surface are enabled
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        return;
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    }
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    if (clear_mask == 0) {
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        // No clear mask is enabled
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        return;
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    }
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    ScopeAcquireGLContext acquire_context{emu_window};
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    ConfigureFramebuffers(use_depth_fb, false);
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    ConfigureFramebuffers(use_color, use_depth || use_stencil, false,
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                          regs.clear_buffers.RT.Value());
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    clear_state.Apply();
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    glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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                 regs.clear_color[3]);
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    glClearDepth(regs.clear_depth);
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    glClearStencil(regs.clear_stencil);
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    if (use_color) {
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        glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, regs.clear_color);
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    }
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    glClear(clear_mask);
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    if (use_depth && use_stencil) {
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        glClearBufferfi(GL_DEPTH_STENCIL, 0, regs.clear_depth, regs.clear_stencil);
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    } else if (use_depth) {
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        glClearBufferfv(GL_DEPTH, 0, ®s.clear_depth);
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    } else if (use_stencil) {
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        glClearBufferiv(GL_STENCIL, 0, ®s.clear_stencil);
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    }
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}
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void RasterizerOpenGL::DrawArrays() {
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@@ -433,7 +440,7 @@ void RasterizerOpenGL::DrawArrays() {
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    ScopeAcquireGLContext acquire_context{emu_window};
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    ConfigureFramebuffers(true, true);
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    ConfigureFramebuffers();
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    SyncDepthTestState();
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    SyncStencilTestState();
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@@ -13,6 +13,7 @@
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#include <vector>
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#include <boost/icl/interval_map.hpp>
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#include <boost/optional.hpp>
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#include <boost/range/iterator_range.hpp>
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#include <glad/glad.h>
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@@ -97,8 +98,16 @@ private:
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        GLvec4 border_color;
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    };
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    /// Configures the color and depth framebuffer states
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    void ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents);
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    /**
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     * Configures the color and depth framebuffer states.
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     * @param use_color_fb If true, configure color framebuffers.
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     * @param using_depth_fb If true, configure the depth/stencil framebuffer.
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     * @param preserve_contents If true, tries to preserve data from a previously used framebuffer.
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     * @param single_color_target Specifies if a single color buffer target should be used.
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     */
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    void ConfigureFramebuffers(bool use_color_fb = true, bool using_depth_fb = true,
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                               bool preserve_contents = true,
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                               boost::optional<size_t> single_color_target = {});
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    /*
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     * Configures the current constbuffers to use for the draw command.
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