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gl_rasterizer: Implement DrawTriangles.
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@ -197,8 +197,201 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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}
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}
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void RasterizerOpenGL::DrawTriangles() {
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void RasterizerOpenGL::DrawTriangles() {
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if (accelerate_draw == AccelDraw::Disabled)
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return;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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UNIMPLEMENTED();
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): Implement these
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const bool has_stencil = false;
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const bool using_color_fb = true;
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const bool using_depth_fb = false;
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MathUtil::Rectangle<s32> viewport_rect_unscaled{
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static_cast<s32>(regs.viewport[0].x), // left
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static_cast<s32>(regs.viewport[0].y + regs.viewport[0].height), // top
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static_cast<s32>(regs.viewport[0].x + regs.viewport[0].width), // right
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static_cast<s32>(regs.viewport[0].y) // bottom
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};
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_depth_fb =
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
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Surface color_surface;
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Surface depth_surface;
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MathUtil::Rectangle<u32> surfaces_rect;
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std::tie(color_surface, depth_surface, surfaces_rect) =
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect_unscaled);
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const u16 res_scale = color_surface != nullptr
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? color_surface->res_scale
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: (depth_surface == nullptr ? 1u : depth_surface->res_scale);
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MathUtil::Rectangle<u32> draw_rect{
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.left) +
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viewport_rect_unscaled.left * res_scale,
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surfaces_rect.left, surfaces_rect.right)), // Left
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
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viewport_rect_unscaled.top * res_scale,
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surfaces_rect.bottom, surfaces_rect.top)), // Top
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.left) +
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viewport_rect_unscaled.right * res_scale,
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surfaces_rect.left, surfaces_rect.right)), // Right
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
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viewport_rect_unscaled.bottom * res_scale,
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surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
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// Bind the framebuffer surfaces
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state.draw.draw_framebuffer = framebuffer.handle;
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state.Apply();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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if (depth_surface != nullptr) {
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if (has_stencil) {
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// attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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} else {
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// attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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// clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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// Sync the viewport
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state.viewport.x =
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static_cast<GLint>(surfaces_rect.left) + viewport_rect_unscaled.left * res_scale;
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state.viewport.y =
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static_cast<GLint>(surfaces_rect.bottom) + viewport_rect_unscaled.bottom * res_scale;
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state.viewport.width = static_cast<GLsizei>(viewport_rect_unscaled.GetWidth() * res_scale);
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state.viewport.height = static_cast<GLsizei>(viewport_rect_unscaled.GetHeight() * res_scale);
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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// TODO(bunnei): Sync and bind the texture surfaces
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// Sync and bind the shader
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if (shader_dirty) {
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SetShader();
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shader_dirty = false;
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}
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// Sync the uniform data
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if (uniform_block_data.dirty) {
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data);
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uniform_block_data.dirty = false;
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}
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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state.scissor.enabled = true;
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state.scissor.x = draw_rect.left;
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state.scissor.y = draw_rect.bottom;
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state.scissor.width = draw_rect.GetWidth();
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state.scissor.height = draw_rect.GetHeight();
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state.Apply();
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// Draw the vertex batch
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GLenum primitive_mode;
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switch (regs.draw.topology) {
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case Maxwell::PrimitiveTopology::TriangleStrip:
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primitive_mode = GL_TRIANGLE_STRIP;
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break;
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default:
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UNREACHABLE();
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}
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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AnalyzeVertexArray(is_indexed);
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state.draw.vertex_buffer = stream_buffer->GetHandle();
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state.Apply();
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size_t buffer_size = static_cast<size_t>(vs_input_size);
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if (is_indexed) {
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UNREACHABLE();
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}
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buffer_size += sizeof(VSUniformData);
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size_t ptr_pos = 0;
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u8* buffer_ptr;
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GLintptr buffer_offset;
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std::tie(buffer_ptr, buffer_offset) =
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stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4);
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SetupVertexArray(buffer_ptr, buffer_offset);
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ptr_pos += vs_input_size;
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GLintptr index_buffer_offset = 0;
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if (is_indexed) {
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UNREACHABLE();
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}
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SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
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buffer_offset + static_cast<GLintptr>(ptr_pos));
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const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
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ptr_pos += sizeof(VSUniformData);
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stream_buffer->Unmap();
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const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
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if (has_ARB_direct_state_access) {
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glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
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} else {
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glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
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glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
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}
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};
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copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
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if (is_indexed) {
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UNREACHABLE();
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} else {
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glDrawArrays(primitive_mode, 0, regs.vertex_buffer.count);
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}
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// Disable scissor test
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state.scissor.enabled = false;
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accelerate_draw = AccelDraw::Disabled;
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// Unbind textures for potential future use as framebuffer attachments
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for (auto& texture_unit : state.texture_units) {
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texture_unit.texture_2d = 0;
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}
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state.Apply();
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// Mark framebuffer surfaces as dirty
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MathUtil::Rectangle<u32> draw_rect_unscaled{
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draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
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draw_rect.bottom / res_scale};
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if (color_surface != nullptr && write_color_fb) {
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auto interval = color_surface->GetSubRectInterval(draw_rect_unscaled);
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res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
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color_surface);
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}
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if (depth_surface != nullptr && write_depth_fb) {
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auto interval = depth_surface->GetSubRectInterval(draw_rect_unscaled);
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res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
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depth_surface);
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}
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}
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}
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void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {}
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void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {}
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