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+// Copyright 2015 Citra Emulator Project
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+// Licensed under GPLv2 or any later version
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+// Refer to the license.txt file included.
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+
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+#include <memory>
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+#include <string>
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+#include <tuple>
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+#include <utility>
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+#include <glad/glad.h>
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+#include "common/alignment.h"
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+#include "common/assert.h"
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+#include "common/logging/log.h"
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+#include "common/math_util.h"
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+#include "common/microprofile.h"
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+#include "common/scope_exit.h"
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+#include "common/vector_math.h"
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+#include "core/settings.h"
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+#include "video_core/renderer_opengl/gl_rasterizer.h"
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+#include "video_core/renderer_opengl/gl_shader_gen.h"
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+#include "video_core/renderer_opengl/renderer_opengl.h"
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+
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+using PixelFormat = SurfaceParams::PixelFormat;
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+using SurfaceType = SurfaceParams::SurfaceType;
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+
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+MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(128, 128, 192));
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+MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(128, 128, 192));
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+MICROPROFILE_DEFINE(OpenGL_FS, "OpenGL", "Fragment Shader Setup", MP_RGB(128, 128, 192));
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+MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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+MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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+MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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+
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+enum class UniformBindings : GLuint { Common, VS, FS };
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+
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+static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
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+ size_t expected_size) {
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+ GLuint ub_index = glGetUniformBlockIndex(shader, name);
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+ if (ub_index != GL_INVALID_INDEX) {
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+ GLint ub_size = 0;
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+ glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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+ ASSERT_MSG(ub_size == expected_size,
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+ "Uniform block size did not match! Got %d, expected %zu",
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+ static_cast<int>(ub_size), expected_size);
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+ glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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+ }
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+}
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+
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+static void SetShaderUniformBlockBindings(GLuint shader) {
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+ SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
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+ sizeof(RasterizerOpenGL::UniformData));
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+ SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS,
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+ sizeof(RasterizerOpenGL::VSUniformData));
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+ SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS,
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+ sizeof(RasterizerOpenGL::FSUniformData));
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+}
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+
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+RasterizerOpenGL::RasterizerOpenGL() {
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+ has_ARB_buffer_storage = false;
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+ has_ARB_direct_state_access = false;
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+ has_ARB_separate_shader_objects = false;
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+ has_ARB_vertex_attrib_binding = false;
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+
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+ GLint ext_num;
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+ glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
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+ for (GLint i = 0; i < ext_num; i++) {
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+ std::string extension{reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i))};
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+
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+ if (extension == "GL_ARB_buffer_storage") {
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+ has_ARB_buffer_storage = true;
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+ } else if (extension == "GL_ARB_direct_state_access") {
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+ has_ARB_direct_state_access = true;
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+ } else if (extension == "GL_ARB_separate_shader_objects") {
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+ has_ARB_separate_shader_objects = true;
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+ } else if (extension == "GL_ARB_vertex_attrib_binding") {
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+ has_ARB_vertex_attrib_binding = true;
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+ }
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+ }
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+
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+ // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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+ state.clip_distance[0] = true;
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+
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+ // Generate VBO, VAO and UBO
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+ vertex_buffer = OGLStreamBuffer::MakeBuffer(GLAD_GL_ARB_buffer_storage, GL_ARRAY_BUFFER);
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+ vertex_buffer->Create(VERTEX_BUFFER_SIZE, VERTEX_BUFFER_SIZE / 2);
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+ sw_vao.Create();
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+ uniform_buffer.Create();
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+
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+ state.draw.vertex_array = sw_vao.handle;
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+ state.draw.vertex_buffer = vertex_buffer->GetHandle();
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+ state.draw.uniform_buffer = uniform_buffer.handle;
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+ state.Apply();
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+
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+ glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW);
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+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
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+
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+ uniform_block_data.dirty = true;
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+
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+ // Create render framebuffer
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+ framebuffer.Create();
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+
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+ if (has_ARB_separate_shader_objects) {
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+ hw_vao.Create();
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+ hw_vao_enabled_attributes.fill(false);
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+
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+ stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
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+ stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
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+ state.draw.vertex_buffer = stream_buffer->GetHandle();
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+
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+ pipeline.Create();
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+ vs_input_index_min = 0;
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+ vs_input_index_max = 0;
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+ state.draw.program_pipeline = pipeline.handle;
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+ state.draw.shader_program = 0;
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+ state.draw.vertex_array = hw_vao.handle;
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+ state.Apply();
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+
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+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
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+
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+ vs_uniform_buffer.Create();
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+ glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
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+ glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY);
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+ glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
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+ } else {
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+ UNIMPLEMENTED();
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+ }
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+
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+ accelerate_draw = AccelDraw::Disabled;
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+
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+ glEnable(GL_BLEND);
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+
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+ // Sync fixed function OpenGL state
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+ SyncClipEnabled();
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+ SyncClipCoef();
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+ SyncCullMode();
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+ SyncBlendEnabled();
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+ SyncBlendFuncs();
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+ SyncBlendColor();
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+}
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+
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+RasterizerOpenGL::~RasterizerOpenGL() {
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+ if (stream_buffer != nullptr) {
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+ state.draw.vertex_buffer = stream_buffer->GetHandle();
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+ state.Apply();
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+ stream_buffer->Release();
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+ }
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+}
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+
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+static constexpr std::array<GLenum, 4> vs_attrib_types{
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+ GL_BYTE, // VertexAttributeFormat::BYTE
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+ GL_UNSIGNED_BYTE, // VertexAttributeFormat::UBYTE
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+ GL_SHORT, // VertexAttributeFormat::SHORT
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+ GL_FLOAT // VertexAttributeFormat::FLOAT
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+};
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+
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+void RasterizerOpenGL::AnalyzeVertexArray(bool is_indexed) {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
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+ MICROPROFILE_SCOPE(OpenGL_VAO);
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
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+ MICROPROFILE_SCOPE(OpenGL_VS);
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
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+ MICROPROFILE_SCOPE(OpenGL_FS);
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+ UNIMPLEMENTED();
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+}
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+
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+bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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+ if (!has_ARB_separate_shader_objects) {
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+ UNIMPLEMENTED();
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+ return false;
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+ }
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+
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+ accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
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+ DrawTriangles();
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+
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+ return true;
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+}
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+
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+void RasterizerOpenGL::DrawTriangles() {
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+ MICROPROFILE_SCOPE(OpenGL_Drawing);
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {}
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+
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+void RasterizerOpenGL::FlushAll() {
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+ MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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+ res_cache.FlushAll();
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+}
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+
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+void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
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+ MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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+ res_cache.FlushRegion(addr, size);
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+}
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+
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+void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
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+ MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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+ res_cache.InvalidateRegion(addr, size, nullptr);
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+}
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+
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+void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
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+ MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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+ res_cache.FlushRegion(addr, size);
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+ res_cache.InvalidateRegion(addr, size, nullptr);
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+}
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+
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+bool RasterizerOpenGL::AccelerateDisplayTransfer(const void* config) {
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+ MICROPROFILE_SCOPE(OpenGL_Blits);
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+ UNIMPLEMENTED();
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+ return true;
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+}
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+
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+bool RasterizerOpenGL::AccelerateTextureCopy(const void* config) {
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+ UNIMPLEMENTED();
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+ return true;
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+}
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+
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+bool RasterizerOpenGL::AccelerateFill(const void* config) {
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+ UNIMPLEMENTED();
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+ return true;
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+}
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+
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+bool RasterizerOpenGL::AccelerateDisplay(const void* config, PAddr framebuffer_addr,
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+ u32 pixel_stride, ScreenInfo& screen_info) {
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+ UNIMPLEMENTED();
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+ return true;
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+}
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+
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+void RasterizerOpenGL::SetShader() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncClipEnabled() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncClipCoef() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncCullMode() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncDepthScale() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncDepthOffset() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncBlendEnabled() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncBlendFuncs() {
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+ UNIMPLEMENTED();
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+}
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+
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+void RasterizerOpenGL::SyncBlendColor() {
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+ UNIMPLEMENTED();
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+}
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