Implement GPU scissors (#1058)
* Implement GPU scissors * Remove unused using * Add missing changes for Clear
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@ -29,9 +29,7 @@ namespace Ryujinx.Graphics.GAL
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void SetBlendColor(ColorF color);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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void SetFaceCulling(bool enable, Face face);
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@ -56,6 +54,9 @@ namespace Ryujinx.Graphics.GAL
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void SetSampler(int index, ShaderStage stage, ISampler sampler);
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void SetScissorEnable(int index, bool enable);
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void SetScissor(int index, int x, int y, int width, int height);
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void SetStencilTest(StencilTestDescriptor stencilTest);
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void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
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@ -13,6 +13,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <param name="argument">Method call argument</param>
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private void Clear(GpuState state, int argument)
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{
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// Scissor affects clears aswell.
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if (state.QueryModified(MethodOffset.ScissorState))
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{
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UpdateScissorState(state);
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}
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UpdateRenderTargetState(state, useControl: false);
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TextureManager.CommitGraphicsBindings();
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@ -117,6 +117,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateRenderTargetState(state, useControl: true);
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}
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if (state.QueryModified(MethodOffset.ScissorState))
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{
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UpdateScissorState(state);
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}
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if (state.QueryModified(MethodOffset.DepthTestEnable,
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MethodOffset.DepthWriteEnable,
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MethodOffset.DepthTestFunc))
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@ -321,6 +326,27 @@ namespace Ryujinx.Graphics.Gpu.Engine
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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}
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/// <summary>
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/// Updates host scissor test state based on current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateScissorState(GpuState state)
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{
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for (int index = 0; index < Constants.TotalViewports; index++)
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{
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ScissorState scissor = state.Get<ScissorState>(MethodOffset.ScissorState, index);
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bool enable = scissor.Enable && (scissor.X1 != 0 || scissor.Y1 != 0 || scissor.X2 != 0xffff || scissor.Y2 != 0xffff);
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_context.Renderer.Pipeline.SetScissorEnable(index, enable);
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if (enable)
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{
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_context.Renderer.Pipeline.SetScissor(index, scissor.X1, scissor.Y1, scissor.X2 - scissor.X1, scissor.Y2 - scissor.Y1);
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}
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}
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}
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/// <summary>
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/// Updates host depth test state based on current GPU state.
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/// </summary>
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@ -57,6 +57,7 @@ namespace Ryujinx.Graphics.Gpu.State
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new TableItem(MethodOffset.ViewportExtents, typeof(ViewportExtents), 8),
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new TableItem(MethodOffset.VertexBufferDrawState, typeof(VertexBufferDrawState), 1),
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new TableItem(MethodOffset.DepthBiasState, typeof(DepthBiasState), 1),
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new TableItem(MethodOffset.ScissorState, typeof(ScissorState), 8),
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new TableItem(MethodOffset.StencilBackMasks, typeof(StencilBackMasks), 1),
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new TableItem(MethodOffset.RtDepthStencilState, typeof(RtDepthStencilState), 1),
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new TableItem(MethodOffset.VertexAttribState, typeof(VertexAttribState), 16),
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@ -33,6 +33,7 @@ namespace Ryujinx.Graphics.Gpu.State
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ClearStencilValue = 0x368,
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DepthBiasState = 0x370,
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TextureBarrier = 0x378,
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ScissorState = 0x380,
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StencilBackMasks = 0x3d5,
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InvalidateTextures = 0x3dd,
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TextureBarrierTiled = 0x3df,
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12
Ryujinx.Graphics.Gpu/State/ScissorState.cs
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12
Ryujinx.Graphics.Gpu/State/ScissorState.cs
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@ -0,0 +1,12 @@
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namespace Ryujinx.Graphics.Gpu.State
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{
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struct ScissorState
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{
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public Boolean32 Enable;
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public ushort X1;
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public ushort X2;
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public ushort Y1;
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public ushort Y2;
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public uint Padding;
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}
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}
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@ -31,10 +31,14 @@ namespace Ryujinx.Graphics.OpenGL
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private uint[] _componentMasks;
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private readonly bool[] _scissorEnable;
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internal Pipeline()
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{
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_scissorEnable = new bool[8];
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}
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public void Barrier()
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@ -674,6 +678,25 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void SetScissorEnable(int index, bool enable)
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{
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if (enable)
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{
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GL.Enable(IndexedEnableCap.ScissorTest, index);
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}
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else
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{
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GL.Disable(IndexedEnableCap.ScissorTest, index);
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}
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_scissorEnable[index] = enable;
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}
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public void SetScissor(int index, int x, int y, int width, int height)
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{
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GL.ScissorIndexed(index, x, y, width, height);
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}
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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{
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if (!stencilTest.TestEnable)
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@ -928,6 +951,17 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void RestoreScissorEnable()
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{
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for (int index = 0; index < 8; index++)
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{
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if (_scissorEnable[index])
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{
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GL.Enable(IndexedEnableCap.ScissorTest, index);
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}
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}
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}
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public void Dispose()
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{
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_framebuffer?.Dispose();
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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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public sealed class Renderer : IRenderer
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{
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private Pipeline _pipeline;
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private readonly Pipeline _pipeline;
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public IPipeline Pipeline => _pipeline;
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@ -31,9 +31,9 @@ namespace Ryujinx.Graphics.OpenGL
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_counters = new Counters();
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_window = new Window();
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_window = new Window(this);
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TextureCopy = new TextureCopy();
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TextureCopy = new TextureCopy(this);
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}
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public IShader CompileShader(ShaderProgram shader)
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@ -6,9 +6,16 @@ namespace Ryujinx.Graphics.OpenGL
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{
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class TextureCopy : IDisposable
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{
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private readonly Renderer _renderer;
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private int _srcFramebuffer;
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private int _dstFramebuffer;
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public TextureCopy(Renderer renderer)
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{
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_renderer = renderer;
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}
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public void Copy(
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TextureView src,
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TextureView dst,
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@ -34,6 +41,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.ScissorTest);
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GL.BlitFramebuffer(
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srcRegion.X1,
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srcRegion.Y1,
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@ -48,6 +57,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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((Pipeline)_renderer.Pipeline).RestoreScissorEnable();
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}
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private static void Attach(FramebufferTarget target, Format format, int handle)
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@ -9,13 +9,17 @@ namespace Ryujinx.Graphics.OpenGL
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private const int NativeWidth = 1280;
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private const int NativeHeight = 720;
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private readonly Renderer _renderer;
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private int _width;
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private int _height;
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private int _copyFramebufferHandle;
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public Window()
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public Window(Renderer renderer)
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{
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_renderer = renderer;
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_width = NativeWidth;
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_height = NativeHeight;
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}
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@ -35,13 +39,13 @@ namespace Ryujinx.Graphics.OpenGL
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_height = height;
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}
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private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop)
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{
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bool[] oldFramebufferColorWritemask = new bool[4];
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int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
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int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
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GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
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@ -55,6 +59,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.ScissorTest);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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int srcX0, srcX1, srcY0, srcY1;
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@ -119,6 +125,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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((Pipeline)_renderer.Pipeline).RestoreScissorEnable();
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}
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private int GetCopyFramebufferHandleLazy()
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