#include "gpu_hw_opengl.h" #include "YBaseLib/Assert.h" #include "YBaseLib/Log.h" #include "YBaseLib/String.h" #include "host_interface.h" #include "imgui.h" #include "system.h" Log_SetChannel(GPU_HW_OpenGL); GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {} GPU_HW_OpenGL::~GPU_HW_OpenGL() { DestroyFramebuffer(); } bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) { if (!GPU_HW::Initialize(system, dma, interrupt_controller, timers)) return false; SetMaxResolutionScale(); CreateFramebuffer(); CreateVertexBuffer(); if (!CompilePrograms()) return false; m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1.0f); RestoreGraphicsAPIState(); return true; } void GPU_HW_OpenGL::Reset() { GPU_HW::Reset(); ClearFramebuffer(); } void GPU_HW_OpenGL::ResetGraphicsAPIState() { GPU_HW::ResetGraphicsAPIState(); glEnable(GL_CULL_FACE); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glDepthMask(GL_TRUE); glLineWidth(1.0f); glBindVertexArray(0); } void GPU_HW_OpenGL::RestoreGraphicsAPIState() { m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight()); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glDepthMask(GL_FALSE); glLineWidth(static_cast(m_resolution_scale)); UpdateDrawingArea(); glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer); glBindVertexArray(m_vao_id); } void GPU_HW_OpenGL::UpdateResolutionScale() { GPU_HW::UpdateResolutionScale(); CreateFramebuffer(); CompilePrograms(); } void GPU_HW_OpenGL::DrawRendererStatsWindow() { GPU_HW::DrawRendererStatsWindow(); ImGui::SetNextWindowSize(ImVec2(300.0f, 130.0f), ImGuiCond_FirstUseEver); const bool is_null_frame = m_stats.num_batches == 0; if (!is_null_frame) { m_last_stats = m_stats; m_stats = {}; } if (ImGui::Begin("GPU Renderer Statistics", &m_show_renderer_statistics)) { ImGui::Columns(2); ImGui::SetColumnWidth(0, 200.0f); ImGui::TextUnformatted("VRAM Read Texture Updates:"); ImGui::NextColumn(); ImGui::Text("%u", m_last_stats.num_vram_read_texture_updates); ImGui::NextColumn(); ImGui::TextUnformatted("Batches Drawn:"); ImGui::NextColumn(); ImGui::Text("%u", m_last_stats.num_batches); 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"); ImGui::NextColumn(); } ImGui::End(); } void GPU_HW_OpenGL::InvalidateVRAMReadCache() { m_vram_read_texture_dirty = true; } std::tuple GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y) { return std::make_tuple(x, static_cast(static_cast(VRAM_HEIGHT) - y)); } void GPU_HW_OpenGL::SetMaxResolutionScale() { GLint max_texture_size = VRAM_WIDTH; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); Log_InfoPrintf("Max texture size: %dx%d", max_texture_size, max_texture_size); const int max_texture_scale = max_texture_size / VRAM_WIDTH; std::array line_width_range = {{1, 1}}; glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range.data()); Log_InfoPrintf("Max line width: %d", line_width_range[1]); const u32 max_resolution_scale = std::min(max_texture_scale, line_width_range[1]); Log_InfoPrintf("Maximum resolution scale is %u", max_resolution_scale); m_system->GetSettings().max_gpu_resolution_scale = max_resolution_scale; m_system->GetSettings().gpu_resolution_scale = std::min(m_system->GetSettings().gpu_resolution_scale, max_resolution_scale); m_resolution_scale = m_system->GetSettings().gpu_resolution_scale; } void GPU_HW_OpenGL::CreateFramebuffer() { // save old vram texture/fbo, in case we're changing scale auto old_vram_texture = std::move(m_vram_texture); DestroyFramebuffer(); // scale vram size to internal resolution const u32 texture_width = VRAM_WIDTH * m_resolution_scale; const u32 texture_height = VRAM_HEIGHT * m_resolution_scale; m_vram_texture = std::make_unique(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true); // do we need to restore the framebuffer after a size change? if (old_vram_texture) { const bool linear_filter = old_vram_texture->GetWidth() > m_vram_texture->GetWidth(); Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture->GetWidth(), old_vram_texture->GetHeight(), m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), linear_filter ? "linear" : "nearest"); glDisable(GL_SCISSOR_TEST); old_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER); glBlitFramebuffer(0, 0, old_vram_texture->GetWidth(), old_vram_texture->GetHeight(), 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), GL_COLOR_BUFFER_BIT, linear_filter ? GL_LINEAR : GL_NEAREST); glEnable(GL_SCISSOR_TEST); old_vram_texture.reset(); } m_vram_read_texture = std::make_unique(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true); if (m_resolution_scale > 1) { m_vram_downsample_texture = std::make_unique(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true); } m_display_texture = std::make_unique(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, true, true); m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); m_vram_read_texture_dirty = true; } void GPU_HW_OpenGL::ClearFramebuffer() { glDisable(GL_SCISSOR_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); m_vram_read_texture_dirty = true; } void GPU_HW_OpenGL::DestroyFramebuffer() { m_vram_read_texture.reset(); m_vram_texture.reset(); m_vram_downsample_texture.reset(); m_display_texture.reset(); } void GPU_HW_OpenGL::CreateVertexBuffer() { glGenBuffers(1, &m_vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer); glBufferData(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, nullptr, GL_STREAM_DRAW); 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(offsetof(HWVertex, x))); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex), reinterpret_cast(offsetof(HWVertex, color))); glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex), reinterpret_cast(offsetof(HWVertex, texcoord))); glVertexAttribIPointer(3, 1, GL_INT, sizeof(HWVertex), reinterpret_cast(offsetof(HWVertex, texpage))); glBindVertexArray(0); glGenVertexArrays(1, &m_attributeless_vao_id); } bool GPU_HW_OpenGL::CompilePrograms() { for (u32 transparent = 0; transparent < 4; transparent++) { for (u32 textured = 0; textured < 2; textured++) { for (u32 format = 0; format < 3; format++) { for (u32 blending = 0; blending < 2; blending++) { // TODO: eliminate duplicate shaders here if (!CompileProgram(m_render_programs[transparent][textured][format][blending], static_cast(transparent), ConvertToBoolUnchecked(textured), static_cast(format), ConvertToBoolUnchecked(blending))) { return false; } } } } } // TODO: Use string_view for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++) { for (u8 interlaced = 0; interlaced < 2; interlaced++) { GL::Program& prog = m_display_programs[depth_24bit][interlaced]; const std::string vs = GenerateScreenQuadVertexShader(); const std::string fs = GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit), ConvertToBoolUnchecked(interlaced)); if (!prog.Compile(vs.c_str(), fs.c_str())) return false; prog.BindFragData(0, "o_col0"); if (!prog.Link()) return false; prog.Bind(); prog.RegisterUniform("u_base_coords"); prog.RegisterUniform("samp0"); prog.Uniform1i(1, 0); } } return true; } bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured, TextureColorMode texture_color_mode, bool blending) { const std::string vs = GenerateVertexShader(textured); const std::string fs = GenerateFragmentShader(transparent, textured, texture_color_mode, blending); 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()) return false; 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("u_texture_window"); prog.RegisterUniform("samp0"); prog.Uniform1i(3, 0); } return true; } void GPU_HW_OpenGL::SetDrawState(TransparencyRenderMode render_mode) { const GL::Program& prog = m_render_programs[static_cast(render_mode)][BoolToUInt32(m_batch.texture_enable)] [static_cast(m_batch.texture_color_mode)][BoolToUInt32(m_batch.texture_blending_enable)]; 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(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) { prog.Uniform4ui(2, m_batch.texture_window_values[0], m_batch.texture_window_values[1], m_batch.texture_window_values[2], m_batch.texture_window_values[3]); m_vram_read_texture->Bind(); } if (render_mode == TransparencyRenderMode::Off || render_mode == TransparencyRenderMode::OnlyOpaque) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); glBlendEquationSeparate( m_batch.transparency_mode == TransparencyMode::BackgroundMinusForeground ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO); } if (m_drawing_area_changed) { m_drawing_area_changed = false; 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 = m_vram_texture->GetHeight() - bottom; Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height); glScissor(x, y, width, height); } } void GPU_HW_OpenGL::UpdateDrawingArea() { m_drawing_area_changed = true; } void GPU_HW_OpenGL::UpdateDisplay() { GPU_HW::UpdateDisplay(); if (m_system->GetSettings().debugging.show_vram) { m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1.0f); } else { const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line); const u32 vram_offset_x = m_crtc_state.regs.X; const u32 vram_offset_y = m_crtc_state.regs.Y; const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale; const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale; const u32 display_width = std::min(m_crtc_state.display_width, VRAM_WIDTH - vram_offset_x); const u32 display_height = std::min(m_crtc_state.display_height << BoolToUInt8(m_GPUSTAT.vertical_interlace), VRAM_HEIGHT - vram_offset_y); const u32 scaled_display_width = display_width * m_resolution_scale; const u32 scaled_display_height = display_height * m_resolution_scale; const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height; const u32 scaled_flipped_vram_offset_y = m_vram_texture->GetHeight() - scaled_vram_offset_y - scaled_display_height; // fast path when both interlacing and 24-bit depth is off if (!m_GPUSTAT.display_area_color_depth_24 && !m_GPUSTAT.vertical_interlace) { glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, scaled_vram_offset_x, scaled_flipped_vram_offset_y, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, scaled_display_width, scaled_display_height, 1); m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width, scaled_display_height, m_crtc_state.display_aspect_ratio); } else { glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); // Because of how the reinterpret shader works, we need to use the downscaled version. if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1) { m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER); glBlitFramebuffer( scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width, scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y, vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); m_vram_downsample_texture->Bind(); } else { m_vram_texture->Bind(); } const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)] [BoolToUInt8(m_GPUSTAT.vertical_interlace)]; m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); glViewport(0, field_offset, display_width, display_height); prog.Bind(); prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset); glDrawArrays(GL_TRIANGLES, 0, 3); // restore state m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight()); glEnable(GL_SCISSOR_TEST); m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height, m_crtc_state.display_aspect_ratio); } } } void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) { // we need to convert RGBA8 -> RGBA5551 std::vector temp_buffer(width * height); const u32 flipped_y = VRAM_HEIGHT - y - height; // downscaling to 1xIR. if (m_resolution_scale > 1) { const u32 texture_height = m_vram_texture->GetHeight(); const u32 scaled_x = x * m_resolution_scale; const u32 scaled_y = y * m_resolution_scale; const u32 scaled_width = width * m_resolution_scale; const u32 scaled_height = height * m_resolution_scale; const u32 scaled_flipped_y = texture_height - scaled_y - scaled_height; m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER); m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); glDisable(GL_SCISSOR_TEST); glBlitFramebuffer(scaled_x, scaled_flipped_y, scaled_x + scaled_width, scaled_flipped_y + scaled_height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR); glEnable(GL_SCISSOR_TEST); m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data()); } else { m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER); glReadPixels(x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data()); } // reverse copy because of lower-left origin const u32 source_stride = width * sizeof(u32); const u8* source_ptr = reinterpret_cast(temp_buffer.data()) + (source_stride * (height - 1)); const u32 dst_stride = width * sizeof(u16); u8* dst_ptr = static_cast(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); 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) { // scale coordinates x *= m_resolution_scale; y *= m_resolution_scale; width *= m_resolution_scale; height *= m_resolution_scale; glEnable(GL_SCISSOR_TEST); glScissor(x, m_vram_texture->GetHeight() - y - height, width, height); const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color)); glClearColor(r, g, b, a); glClear(GL_COLOR_BUFFER_BIT); UpdateDrawingArea(); InvalidateVRAMReadCache(); } void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) { std::vector rgba_data; rgba_data.reserve(width * height); // 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(data) + (source_stride * (height - 1)); for (u32 row = 0; row < height; row++) { 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); } source_ptr -= source_stride; } // have to write to the 1x texture first if (m_resolution_scale > 1) m_vram_downsample_texture->Bind(); else m_vram_texture->Bind(); // lower-left origin flip happens here const u32 flipped_y = VRAM_HEIGHT - y - height; // update texture data glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba_data.data()); InvalidateVRAMReadCache(); if (m_resolution_scale > 1) { // scale to internal resolution const u32 scaled_width = width * m_resolution_scale; const u32 scaled_height = height * m_resolution_scale; const u32 scaled_x = x * m_resolution_scale; const u32 scaled_y = y * m_resolution_scale; const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height; glDisable(GL_SCISSOR_TEST); m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER); glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y, scaled_x + scaled_width, scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); glEnable(GL_SCISSOR_TEST); } } void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) { src_x *= m_resolution_scale; src_y *= m_resolution_scale; dst_x *= m_resolution_scale; dst_y *= m_resolution_scale; width *= m_resolution_scale; height *= m_resolution_scale; // lower-left origin flip src_y = m_vram_texture->GetHeight() - src_y - height; dst_y = m_vram_texture->GetHeight() - dst_y - height; glDisable(GL_SCISSOR_TEST); m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER); 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); glEnable(GL_SCISSOR_TEST); InvalidateVRAMReadCache(); } void GPU_HW_OpenGL::UpdateVRAMReadTexture() { m_stats.num_vram_read_texture_updates++; m_vram_read_texture_dirty = false; // TODO: Fallback blit path, and partial updates. glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1); } void GPU_HW_OpenGL::FlushRender() { if (m_batch.vertices.empty()) return; if (m_vram_read_texture_dirty) UpdateVRAMReadTexture(); m_stats.num_batches++; m_stats.num_vertices += static_cast(m_batch.vertices.size()); Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE); glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast(sizeof(HWVertex) * m_batch.vertices.size()), m_batch.vertices.data()); static constexpr std::array gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}}; if (m_batch.transparency_enable && m_batch.texture_enable && m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground) { SetDrawState(TransparencyRenderMode::OnlyTransparent); glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], 0, static_cast(m_batch.vertices.size())); SetDrawState(TransparencyRenderMode::OnlyOpaque); glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], 0, static_cast(m_batch.vertices.size())); } else { SetDrawState(m_batch.transparency_enable ? TransparencyRenderMode::TransparentAndOpaque : TransparencyRenderMode::Off); glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], 0, static_cast(m_batch.vertices.size())); } m_batch.vertices.clear(); } std::unique_ptr GPU::CreateHardwareOpenGLRenderer() { return std::make_unique(); }