mirror of https://github.com/yuzu-mirror/yuzu
renderer_opengl: split up blit screen resources into antialias and window adapt passes
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
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#include "video_core/host_shaders/present_bicubic_frag.h"
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#include "video_core/host_shaders/present_gaussian_frag.h"
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#include "video_core/renderer_opengl/present/filters.h"
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#include "video_core/renderer_opengl/present/util.h"
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namespace OpenGL {
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std::unique_ptr<WindowAdaptPass> MakeNearestNeighbor(const Device& device) {
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return std::make_unique<WindowAdaptPass>(device, CreateNearestNeighborSampler(),
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HostShaders::OPENGL_PRESENT_FRAG);
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}
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std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device) {
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return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
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HostShaders::OPENGL_PRESENT_FRAG);
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}
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std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device) {
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return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
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HostShaders::PRESENT_BICUBIC_FRAG);
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}
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std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device) {
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return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
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HostShaders::PRESENT_GAUSSIAN_FRAG);
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}
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std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device) {
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return std::make_unique<WindowAdaptPass>(
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device, CreateBilinearSampler(),
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fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG));
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}
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} // namespace OpenGL
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include "video_core/renderer_opengl/present/window_adapt_pass.h"
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namespace OpenGL {
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std::unique_ptr<WindowAdaptPass> MakeNearestNeighbor(const Device& device);
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std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device);
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std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device);
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std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device);
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std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device);
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} // namespace OpenGL
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/settings.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/present/window_adapt_pass.h"
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namespace OpenGL {
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namespace {
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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struct ScreenRectVertex {
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> tex_coord;
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};
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/**
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* Defines a 1:1 pixel orthographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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// clang-format on
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return matrix;
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}
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} // namespace
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WindowAdaptPass::WindowAdaptPass(const Device& device_, OGLSampler&& sampler_,
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std::string_view frag_source)
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: device(device_), sampler(std::move(sampler_)) {
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vert = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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frag = CreateProgram(frag_source, GL_FRAGMENT_SHADER);
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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// Attach vertex data to VAO
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glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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// Query vertex buffer address when the driver supports unified vertex attributes
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if (device.HasVertexBufferUnifiedMemory()) {
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glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
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glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
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&vertex_buffer_address);
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}
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}
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WindowAdaptPass::~WindowAdaptPass() = default;
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void WindowAdaptPass::DrawToFramebuffer(ProgramManager& program_manager, GLuint texture,
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const Layout::FramebufferLayout& layout,
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const Common::Rectangle<f32>& crop) {
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glBindTextureUnit(0, texture);
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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program_manager.BindPresentPrograms(vert.handle, frag.handle);
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glProgramUniformMatrix3x2fv(vert.handle, ModelViewMatrixLocation, 1, GL_FALSE,
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ortho_matrix.data());
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// Map the coordinates to the screen.
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const auto& screen = layout.screen;
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const auto x = screen.left;
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const auto y = screen.top;
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const auto w = screen.GetWidth();
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const auto h = screen.GetHeight();
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const std::array vertices = {
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ScreenRectVertex(x, y, crop.left, crop.top),
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ScreenRectVertex(x + w, y, crop.right, crop.top),
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ScreenRectVertex(x, y + h, crop.left, crop.bottom),
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ScreenRectVertex(x + w, y + h, crop.right, crop.bottom),
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};
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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glDisable(GL_FRAMEBUFFER_SRGB);
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glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
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static_cast<GLfloat>(layout.height));
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glEnableVertexAttribArray(PositionLocation);
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glEnableVertexAttribArray(TexCoordLocation);
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glVertexAttribDivisor(PositionLocation, 0);
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glVertexAttribDivisor(TexCoordLocation, 0);
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, position));
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glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, tex_coord));
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glVertexAttribBinding(PositionLocation, 0);
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glVertexAttribBinding(TexCoordLocation, 0);
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if (device.HasVertexBufferUnifiedMemory()) {
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glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
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glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
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sizeof(vertices));
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} else {
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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}
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glBindSampler(0, sampler.handle);
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// Update background color before drawing
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glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
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Settings::values.bg_green.GetValue() / 255.0f,
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Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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} // namespace OpenGL
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "common/math_util.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace Layout {
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struct FramebufferLayout;
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}
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namespace OpenGL {
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class Device;
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class ProgramManager;
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class WindowAdaptPass final {
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public:
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explicit WindowAdaptPass(const Device& device, OGLSampler&& sampler,
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std::string_view frag_source);
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~WindowAdaptPass();
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void DrawToFramebuffer(ProgramManager& program_manager, GLuint texture,
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const Layout::FramebufferLayout& layout,
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const Common::Rectangle<f32>& crop);
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private:
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const Device& device;
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OGLSampler sampler;
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OGLProgram vert;
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OGLProgram frag;
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OGLBuffer vertex_buffer;
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// GPU address of the vertex buffer
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GLuint64EXT vertex_buffer_address = 0;
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};
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} // namespace OpenGL
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