Duckstation/src/pse/gpu_hw_opengl.cpp

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#include "gpu_hw_opengl.h"
#include "YBaseLib/Assert.h"
#include "YBaseLib/Log.h"
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#include "host_interface.h"
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#include "imgui.h"
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#include "system.h"
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Log_SetChannel(GPU_HW_OpenGL);
GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
GPU_HW_OpenGL::~GPU_HW_OpenGL()
{
DestroyFramebuffer();
}
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bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers)
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{
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if (!GPU_HW::Initialize(system, dma, interrupt_controller, timers))
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return false;
CreateFramebuffer();
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CreateVertexBuffer();
if (!CompilePrograms())
return false;
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return true;
}
void GPU_HW_OpenGL::Reset()
{
GPU_HW::Reset();
ClearFramebuffer();
}
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void GPU_HW_OpenGL::RenderUI()
{
GPU_HW::RenderUI();
ImGui::SetNextWindowSize(ImVec2(300.0f, 130.0f), ImGuiCond_Once);
const bool is_null_frame = m_stats.num_batches == 0;
if (!is_null_frame)
{
m_last_stats = m_stats;
m_stats = {};
}
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if (ImGui::Begin("GL Render Statistics"))
{
ImGui::Columns(2);
ImGui::SetColumnWidth(0, 200.0f);
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ImGui::TextUnformatted("VRAM Read Texture Updates:");
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ImGui::NextColumn();
ImGui::Text("%u", m_last_stats.num_vram_read_texture_updates);
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ImGui::NextColumn();
ImGui::TextUnformatted("Batches Drawn:");
ImGui::NextColumn();
ImGui::Text("%u", m_last_stats.num_batches);
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ImGui::NextColumn();
ImGui::TextUnformatted("Vertices Drawn: ");
ImGui::NextColumn();
ImGui::Text("%u", m_last_stats.num_vertices);
ImGui::NextColumn();
ImGui::TextUnformatted("GPU Active In This Frame: ");
ImGui::NextColumn();
ImGui::Text("%s", is_null_frame ? "Yes" : "No");
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ImGui::NextColumn();
ImGui::Columns(1);
ImGui::Checkbox("Show VRAM##gpu_gl_show_vram", &m_show_vram);
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}
ImGui::End();
}
void GPU_HW_OpenGL::InvalidateVRAMReadCache()
{
m_vram_read_texture_dirty = true;
}
std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y)
{
return std::make_tuple(x, static_cast<s32>(static_cast<s32>(VRAM_HEIGHT) - y));
}
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void GPU_HW_OpenGL::CreateFramebuffer()
{
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m_framebuffer_texture =
std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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glGenFramebuffers(1, &m_framebuffer_fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture->GetGLId(), 0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
m_vram_read_texture =
std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
glGenFramebuffers(1, &m_vram_read_fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, m_vram_read_fbo_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_read_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
m_display_texture = std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
m_display_texture->Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenFramebuffers(1, &m_display_fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, m_display_fbo_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_display_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
void GPU_HW_OpenGL::ClearFramebuffer()
{
// TODO: get rid of the FBO switches
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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}
void GPU_HW_OpenGL::DestroyFramebuffer()
{
glDeleteFramebuffers(1, &m_vram_read_fbo_id);
m_vram_read_fbo_id = 0;
m_vram_read_texture.reset();
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glDeleteFramebuffers(1, &m_framebuffer_fbo_id);
m_framebuffer_fbo_id = 0;
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m_framebuffer_texture.reset();
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}
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void GPU_HW_OpenGL::CreateVertexBuffer()
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{
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glGenBuffers(1, &m_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, nullptr, GL_STREAM_DRAW);
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glGenVertexArrays(1, &m_vao_id);
glBindVertexArray(m_vao_id);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
reinterpret_cast<void*>(offsetof(HWVertex, color)));
glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
glVertexAttribIPointer(3, 1, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, texpage)));
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glBindVertexArray(0);
glGenVertexArrays(1, &m_attributeless_vao_id);
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}
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bool GPU_HW_OpenGL::CompilePrograms()
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{
for (u32 textured = 0; textured < 2; textured++)
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{
for (u32 blending = 0; blending < 2; blending++)
{
for (u32 transparent = 0; transparent < 2; transparent++)
{
for (u32 format = 0; format < 3; format++)
{
// TODO: eliminate duplicate shaders here
if (!CompileProgram(m_render_programs[textured][blending][transparent][format],
ConvertToBoolUnchecked(textured), ConvertToBoolUnchecked(blending),
ConvertToBoolUnchecked(transparent), static_cast<TextureColorMode>(format)))
{
return false;
}
}
}
}
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}
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return true;
}
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bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool textured, bool blending, bool transparent,
TextureColorMode texture_color_mode)
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{
const std::string vs = GenerateVertexShader(textured);
const std::string fs = GenerateFragmentShader(textured, blending, transparent, texture_color_mode);
if (!prog.Compile(vs.c_str(), fs.c_str()))
return false;
prog.BindAttribute(0, "a_pos");
prog.BindAttribute(1, "a_col0");
if (textured)
{
prog.BindAttribute(2, "a_tex0");
prog.BindAttribute(3, "a_texpage");
}
prog.BindFragData(0, "o_col0");
if (!prog.Link())
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return false;
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prog.Bind();
prog.RegisterUniform("u_pos_offset");
prog.RegisterUniform("u_transparent_alpha");
prog.Uniform2i(0, 0, 0);
prog.Uniform2f(1, 1.0f, 0.0f);
if (textured)
{
prog.RegisterUniform("samp0");
prog.Uniform1i(2, 0);
}
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return true;
}
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void GPU_HW_OpenGL::SetProgram()
{
const GL::Program& prog =
m_render_programs[BoolToUInt32(m_batch.texture_enable)][BoolToUInt32(m_batch.texture_blending_enable)]
[BoolToUInt32(m_batch.transparency_enable)][static_cast<u32>(m_batch.texture_color_mode)];
prog.Bind();
prog.Uniform2i(0, m_drawing_offset.x, m_drawing_offset.y);
if (m_batch.transparency_enable)
{
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
prog.Uniform2fv(1, transparent_alpha[static_cast<u32>(m_batch.transparency_mode)]);
}
else
{
static constexpr float disabled_alpha[2] = {1.0f, 0.0f};
prog.Uniform2fv(1, disabled_alpha);
}
if (m_batch.texture_enable)
m_vram_read_texture->Bind();
}
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void GPU_HW_OpenGL::SetViewport()
{
glViewport(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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}
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void GPU_HW_OpenGL::SetScissor()
{
int left, top, right, bottom;
CalcScissorRect(&left, &top, &right, &bottom);
const int width = right - left;
const int height = bottom - top;
const int x = left;
const int y = VRAM_HEIGHT - bottom;
Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
glScissor(x, y, width, height);
}
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void GPU_HW_OpenGL::SetBlendState()
{
if (!m_batch.transparency_enable)
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{
glDisable(GL_BLEND);
return;
}
glEnable(GL_BLEND);
glBlendEquationSeparate(m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground ?
GL_FUNC_REVERSE_SUBTRACT :
GL_FUNC_ADD,
GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
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}
void GPU_HW_OpenGL::UpdateDisplay()
{
GPU_HW::UpdateDisplay();
// TODO: 24-bit support.
if (m_show_vram)
{
m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
}
else
{
const u32 display_width = m_crtc_state.horizontal_resolution;
const u32 display_height = m_crtc_state.vertical_resolution;
const u32 vram_offset_x = m_crtc_state.regs.X;
const u32 vram_offset_y = m_crtc_state.regs.Y;
const u32 copy_width =
((vram_offset_x + display_width) > VRAM_WIDTH) ? (VRAM_WIDTH - vram_offset_x) : display_width;
const u32 copy_height =
((vram_offset_y + display_height) > VRAM_HEIGHT) ? (VRAM_HEIGHT - vram_offset_y) : display_height;
glCopyImageSubData(m_framebuffer_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
VRAM_HEIGHT - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0,
0, 0, copy_width, copy_height, 1);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, copy_width, copy_height);
}
}
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void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
{
// we need to convert RGBA8 -> RGBA5551
std::vector<u32> temp_buffer(width * height);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_framebuffer_fbo_id);
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glReadPixels(x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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// reverse copy because of lower-left origin
const u32 source_stride = width * sizeof(u32);
const u8* source_ptr = reinterpret_cast<const u8*>(temp_buffer.data()) + (source_stride * (height - 1));
const u32 dst_stride = width * sizeof(u16);
u8* dst_ptr = static_cast<u8*>(buffer);
for (u32 row = 0; row < height; row++)
{
const u8* source_row_ptr = source_ptr;
u8* dst_row_ptr = dst_ptr;
for (u32 col = 0; col < width; col++)
{
u32 src_col;
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
source_row_ptr += sizeof(src_col);
const u16 dst_col = RGBA8888ToRGBA5551(src_col);
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std::memcpy(dst_row_ptr, &dst_col, sizeof(dst_col));
dst_row_ptr += sizeof(dst_col);
}
source_ptr -= source_stride;
dst_ptr += dst_stride;
}
}
void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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{
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
glEnable(GL_SCISSOR_TEST);
glScissor(x, VRAM_HEIGHT - y - height, width, height);
const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color));
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glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
InvalidateVRAMReadCache();
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}
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void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
std::vector<u32> rgba_data;
rgba_data.reserve(width * height);
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// reverse copy the rows so it matches opengl's lower-left origin
const u32 source_stride = width * sizeof(u16);
const u8* source_ptr = static_cast<const u8*>(data) + (source_stride * (height - 1));
for (u32 row = 0; row < height; row++)
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{
const u8* source_row_ptr = source_ptr;
for (u32 col = 0; col < width; col++)
{
u16 src_col;
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
source_row_ptr += sizeof(src_col);
const u32 dst_col = RGBA5551ToRGBA8888(src_col);
rgba_data.push_back(dst_col);
}
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source_ptr -= source_stride;
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}
m_framebuffer_texture->Bind();
// lower-left origin flip happens here
glTexSubImage2D(GL_TEXTURE_2D, 0, x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
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rgba_data.data());
InvalidateVRAMReadCache();
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}
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void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
glDisable(GL_SCISSOR_TEST);
// lower-left origin flip
src_y = VRAM_HEIGHT - src_y - height;
dst_y = VRAM_HEIGHT - dst_y - height;
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
InvalidateVRAMReadCache();
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}
void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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{
m_stats.num_vram_read_texture_updates++;
m_vram_read_texture_dirty = false;
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// TODO: Fallback blit path, and partial updates.
glCopyImageSubData(m_framebuffer_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(),
GL_TEXTURE_2D, 0, 0, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1);
}
void GPU_HW_OpenGL::FlushRender()
{
if (m_batch.vertices.empty())
return;
if (m_vram_read_texture_dirty)
UpdateVRAMReadTexture();
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m_stats.num_batches++;
m_stats.num_vertices += static_cast<u32>(m_batch.vertices.size());
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glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glDepthMask(GL_FALSE);
SetProgram();
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SetViewport();
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SetScissor();
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SetBlendState();
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
glBindVertexArray(m_vao_id);
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Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
m_batch.vertices.data());
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static constexpr std::array<GLenum, 4> gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
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m_batch.vertices.clear();
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}
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std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
{
return std::make_unique<GPU_HW_OpenGL>();
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}