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Cleanup in FramebufferVulkan to reduce the size of future diffs
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@@ -643,48 +643,6 @@ inline u32 TextureCacheVulkan::GetCurrentClutHash() {
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return clutHash_;
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}
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// #define DEBUG_TEXTURES
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#ifdef DEBUG_TEXTURES
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bool SetDebugTexture() {
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static const int highlightFrames = 30;
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static int numTextures = 0;
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static int lastFrames = 0;
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static int mostTextures = 1;
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if (lastFrames != gpuStats.numFlips) {
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mostTextures = std::max(mostTextures, numTextures);
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numTextures = 0;
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lastFrames = gpuStats.numFlips;
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}
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static GLuint solidTexture = 0;
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bool changed = false;
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if (((gpuStats.numFlips / highlightFrames) % mostTextures) == numTextures) {
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if (gpuStats.numFlips % highlightFrames == 0) {
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NOTICE_LOG(G3D, "Highlighting texture # %d / %d", numTextures, mostTextures);
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}
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static const u32 solidTextureData[] = { 0x99AA99FF };
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if (solidTexture == 0) {
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glGenTextures(1, &solidTexture);
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glBindTexture(GL_TEXTURE_2D, solidTexture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solidTextureData);
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} else {
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glBindTexture(GL_TEXTURE_2D, solidTexture);
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}
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changed = true;
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}
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++numTextures;
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return changed;
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}
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#endif
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void TextureCacheVulkan::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
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_dbg_assert_msg_(G3D, framebuffer != nullptr, "Framebuffer must not be null.");
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@@ -858,51 +816,6 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(VkCommandBuffer cmd, TexCacheEn
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shaderManager_->DirtyLastShader();
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/*
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glUseProgram(depal->program);
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// Restore will rebind all of the state below.
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if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
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transformDraw_->BindBuffer(pos, sizeof(pos), uv, sizeof(uv));
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transformDraw_->BindElementBuffer(indices, sizeof(indices));
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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glEnableVertexAttribArray(depal->a_position);
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glEnableVertexAttribArray(depal->a_texcoord0);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, clutTexture);
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glActiveTexture(GL_TEXTURE0);
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framebufferManager_->BindFramebufferColor(GL_TEXTURE0, gstate.getFrameBufRawAddress(), framebuffer, BINDFBCOLOR_SKIP_COPY);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glstate.blend.force(false);
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glstate.colorMask.force(true, true, true, true);
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glstate.scissorTest.force(false);
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glstate.cullFace.force(false);
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glstate.depthTest.force(false);
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glstate.stencilTest.force(false);
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#if !defined(USING_GLES2)
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glstate.colorLogicOp.force(false);
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#endif
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glViewport(0, 0, framebuffer->renderWidth, framebuffer->renderHeight);
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if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
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glVertexAttribPointer(depal->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
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glVertexAttribPointer(depal->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos));
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0);
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} else {
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glVertexAttribPointer(depal->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
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glVertexAttribPointer(depal->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, uv);
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
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}
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glDisableVertexAttribArray(depal->a_position);
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glDisableVertexAttribArray(depal->a_texcoord0);
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*/
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//depalFBO->EndPass(cmd);
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//depalFBO->TransitionToTexture(cmd);
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//imageView = depalFBO->GetColorImageView();
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