gl_state: Remove texture and sampler tracking
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1bc0da3dea
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9677db03da
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@ -633,7 +633,6 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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bind_ubo_pushbuffer.Bind();
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bind_ubo_pushbuffer.Bind();
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bind_ssbo_pushbuffer.Bind();
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bind_ssbo_pushbuffer.Bind();
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state.ApplyTextures();
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state.ApplyImages();
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state.ApplyImages();
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state.ApplyShaderProgram();
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state.ApplyShaderProgram();
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state.ApplyProgramPipeline();
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state.ApplyProgramPipeline();
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@ -861,20 +860,20 @@ void RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextu
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const auto view = texture_cache.GetTextureSurface(texture.tic, entry);
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const auto view = texture_cache.GetTextureSurface(texture.tic, entry);
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if (!view) {
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if (!view) {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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// Can occur when texture addr is null or its memory is unmapped/invalid
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state.samplers[binding] = 0;
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glBindSampler(binding, 0);
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state.textures[binding] = 0;
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glBindTextureUnit(binding, 0);
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return;
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return;
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}
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}
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state.textures[binding] = view->GetTexture();
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glBindTextureUnit(binding, view->GetTexture());
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if (view->GetSurfaceParams().IsBuffer()) {
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if (view->GetSurfaceParams().IsBuffer()) {
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return;
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return;
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}
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}
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state.samplers[binding] = sampler_cache.GetSampler(texture.tsc);
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// Apply swizzle to textures that are not buffers.
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// Apply swizzle to textures that are not buffers.
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view->ApplySwizzle(texture.tic.x_source, texture.tic.y_source, texture.tic.z_source,
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view->ApplySwizzle(texture.tic.x_source, texture.tic.y_source, texture.tic.z_source,
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texture.tic.w_source);
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texture.tic.w_source);
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glBindSampler(binding, sampler_cache.GetSampler(texture.tsc));
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}
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}
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void RasterizerOpenGL::SetupDrawImages(std::size_t stage_index, const Shader& shader) {
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void RasterizerOpenGL::SetupDrawImages(std::size_t stage_index, const Shader& shader) {
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@ -47,7 +47,6 @@ void OGLTexture::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteTextures(1, &handle);
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glDeleteTextures(1, &handle);
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OpenGLState::GetCurState().UnbindTexture(handle).Apply();
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handle = 0;
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handle = 0;
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}
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}
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@ -65,7 +64,6 @@ void OGLTextureView::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteTextures(1, &handle);
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glDeleteTextures(1, &handle);
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OpenGLState::GetCurState().UnbindTexture(handle).Apply();
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handle = 0;
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handle = 0;
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}
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}
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@ -83,7 +81,6 @@ void OGLSampler::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteSamplers(1, &handle);
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glDeleteSamplers(1, &handle);
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OpenGLState::GetCurState().ResetSampler(handle).Apply();
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handle = 0;
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handle = 0;
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}
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}
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@ -113,28 +113,6 @@ void OpenGLState::ApplyRenderBuffer() {
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}
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}
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}
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}
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void OpenGLState::ApplyTextures() {
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const std::size_t size = std::size(textures);
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for (std::size_t i = 0; i < size; ++i) {
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if (UpdateValue(cur_state.textures[i], textures[i])) {
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// BindTextureUnit doesn't support binding null textures, skip those binds.
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// TODO(Rodrigo): Stop using null textures
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if (textures[i] != 0) {
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glBindTextureUnit(static_cast<GLuint>(i), textures[i]);
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}
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}
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}
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}
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void OpenGLState::ApplySamplers() {
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const std::size_t size = std::size(samplers);
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for (std::size_t i = 0; i < size; ++i) {
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if (UpdateValue(cur_state.samplers[i], samplers[i])) {
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glBindSampler(static_cast<GLuint>(i), samplers[i]);
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}
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}
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}
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void OpenGLState::ApplyImages() {
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void OpenGLState::ApplyImages() {
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if (const auto update = UpdateArray(cur_state.images, images)) {
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if (const auto update = UpdateArray(cur_state.images, images)) {
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glBindImageTextures(update->first, update->second, images.data() + update->first);
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glBindImageTextures(update->first, update->second, images.data() + update->first);
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@ -146,30 +124,10 @@ void OpenGLState::Apply() {
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ApplyFramebufferState();
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ApplyFramebufferState();
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ApplyShaderProgram();
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ApplyShaderProgram();
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ApplyProgramPipeline();
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ApplyProgramPipeline();
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ApplyTextures();
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ApplySamplers();
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ApplyImages();
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ApplyImages();
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ApplyRenderBuffer();
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ApplyRenderBuffer();
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}
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}
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OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
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for (auto& texture : textures) {
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if (texture == handle) {
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texture = 0;
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}
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}
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return *this;
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}
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OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
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for (auto& sampler : samplers) {
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if (sampler == handle) {
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sampler = 0;
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}
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}
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return *this;
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}
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OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
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OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
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if (draw.shader_program == handle) {
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if (draw.shader_program == handle) {
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draw.shader_program = 0;
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draw.shader_program = 0;
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@ -13,10 +13,7 @@ namespace OpenGL {
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class OpenGLState {
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class OpenGLState {
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public:
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public:
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static constexpr std::size_t NumSamplers = 32 * 5;
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static constexpr std::size_t NumImages = 8 * 5;
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static constexpr std::size_t NumImages = 8 * 5;
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std::array<GLuint, NumSamplers> textures = {};
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std::array<GLuint, NumSamplers> samplers = {};
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std::array<GLuint, NumImages> images = {};
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std::array<GLuint, NumImages> images = {};
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struct {
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struct {
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@ -41,14 +38,10 @@ public:
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void ApplyFramebufferState();
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void ApplyFramebufferState();
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void ApplyShaderProgram();
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void ApplyShaderProgram();
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void ApplyProgramPipeline();
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void ApplyProgramPipeline();
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void ApplyTextures();
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void ApplySamplers();
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void ApplyImages();
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void ApplyImages();
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void ApplyRenderBuffer();
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void ApplyRenderBuffer();
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/// Resets any references to the given resource
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/// Resets any references to the given resource
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OpenGLState& UnbindTexture(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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@ -566,7 +566,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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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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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.Apply();
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state.Apply();
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// TODO: Signal state tracker about these changes
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// TODO: Signal state tracker about these changes
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@ -598,11 +597,13 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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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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glBindTextureUnit(0, screen_info.display_texture);
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glBindSampler(0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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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.textures[0] = 0;
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state.Apply();
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state.Apply();
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}
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}
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