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	gl_resource_manager: Split implementations in .cpp file
Those implementations are quite costly, so there is no need to inline them to the caller. Ressource deletion is often a performance bug, so in this way, we support to add breakpoints to them.
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					 4 changed files with 155 additions and 104 deletions
				
			
		
							
								
								
									
										134
									
								
								src/video_core/renderer_opengl/gl_resource_manager.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										134
									
								
								src/video_core/renderer_opengl/gl_resource_manager.cpp
									
										
									
									
									
										Normal file
									
								
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			@ -0,0 +1,134 @@
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace OpenGL {
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void OGLTexture::Create() {
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    if (handle != 0)
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        return;
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    glGenTextures(1, &handle);
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}
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void OGLTexture::Release() {
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    if (handle == 0)
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        return;
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    glDeleteTextures(1, &handle);
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    OpenGLState::GetCurState().ResetTexture(handle).Apply();
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    handle = 0;
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}
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void OGLSampler::Create() {
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    if (handle != 0)
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        return;
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    glGenSamplers(1, &handle);
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}
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void OGLSampler::Release() {
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    if (handle == 0)
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        return;
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    glDeleteSamplers(1, &handle);
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    OpenGLState::GetCurState().ResetSampler(handle).Apply();
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    handle = 0;
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}
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void OGLShader::Create(const char* source, GLenum type) {
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    if (handle != 0)
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        return;
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    if (source == nullptr)
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        return;
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    handle = LoadShader(source, type);
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}
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void OGLShader::Release() {
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    if (handle == 0)
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        return;
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    glDeleteShader(handle);
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    handle = 0;
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}
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void OGLProgram::Create(bool separable_program, const std::vector<GLuint>& shaders) {
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    if (handle != 0)
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        return;
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    handle = LoadProgram(separable_program, shaders);
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}
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void OGLProgram::Create(const char* vert_shader, const char* frag_shader) {
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    OGLShader vert, frag;
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    vert.Create(vert_shader, GL_VERTEX_SHADER);
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    frag.Create(frag_shader, GL_FRAGMENT_SHADER);
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    Create(false, {vert.handle, frag.handle});
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}
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void OGLProgram::Release() {
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    if (handle == 0)
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        return;
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    glDeleteProgram(handle);
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    OpenGLState::GetCurState().ResetProgram(handle).Apply();
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    handle = 0;
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}
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void OGLPipeline::Create() {
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    if (handle != 0)
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        return;
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    glGenProgramPipelines(1, &handle);
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}
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void OGLPipeline::Release() {
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    if (handle == 0)
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        return;
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    glDeleteProgramPipelines(1, &handle);
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    OpenGLState::GetCurState().ResetPipeline(handle).Apply();
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    handle = 0;
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}
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void OGLBuffer::Create() {
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    if (handle != 0)
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        return;
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    glGenBuffers(1, &handle);
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}
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void OGLBuffer::Release() {
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    if (handle == 0)
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        return;
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    glDeleteBuffers(1, &handle);
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    OpenGLState::GetCurState().ResetBuffer(handle).Apply();
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    handle = 0;
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}
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void OGLVertexArray::Create() {
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    if (handle != 0)
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        return;
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    glGenVertexArrays(1, &handle);
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}
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void OGLVertexArray::Release() {
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    if (handle == 0)
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        return;
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    glDeleteVertexArrays(1, &handle);
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    OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
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    handle = 0;
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}
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void OGLFramebuffer::Create() {
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    if (handle != 0)
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        return;
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    glGenFramebuffers(1, &handle);
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}
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void OGLFramebuffer::Release() {
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    if (handle == 0)
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        return;
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    glDeleteFramebuffers(1, &handle);
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    OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
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    handle = 0;
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}
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} // namespace OpenGL
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			@ -9,7 +9,6 @@
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace OpenGL {
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			@ -30,20 +29,10 @@ public:
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    }
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    /// Creates a new internal OpenGL resource and stores the handle
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    void Create() {
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        if (handle != 0)
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            return;
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        glGenTextures(1, &handle);
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    }
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    void Create();
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    /// Deletes the internal OpenGL resource
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteTextures(1, &handle);
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        OpenGLState::GetCurState().ResetTexture(handle).Apply();
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        handle = 0;
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    }
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    void Release();
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    GLuint handle = 0;
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};
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			@ -65,20 +54,10 @@ public:
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    }
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    /// Creates a new internal OpenGL resource and stores the handle
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    void Create() {
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        if (handle != 0)
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            return;
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        glGenSamplers(1, &handle);
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    }
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    void Create();
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    /// Deletes the internal OpenGL resource
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteSamplers(1, &handle);
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        OpenGLState::GetCurState().ResetSampler(handle).Apply();
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        handle = 0;
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    }
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    void Release();
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    GLuint handle = 0;
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};
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			@ -99,20 +78,9 @@ public:
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        return *this;
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    }
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    void Create(const char* source, GLenum type) {
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        if (handle != 0)
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            return;
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        if (source == nullptr)
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            return;
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        handle = LoadShader(source, type);
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    }
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    void Create(const char* source, GLenum type);
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteShader(handle);
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        handle = 0;
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    }
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    void Release();
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    GLuint handle = 0;
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};
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			@ -134,28 +102,13 @@ public:
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    }
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    /// Creates a new program from given shader objects
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    void Create(bool separable_program, const std::vector<GLuint>& shaders) {
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        if (handle != 0)
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            return;
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        handle = LoadProgram(separable_program, shaders);
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    }
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    void Create(bool separable_program, const std::vector<GLuint>& shaders);
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    /// Creates a new program from given shader soruce code
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    void Create(const char* vert_shader, const char* frag_shader) {
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        OGLShader vert, frag;
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        vert.Create(vert_shader, GL_VERTEX_SHADER);
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        frag.Create(frag_shader, GL_FRAGMENT_SHADER);
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        Create(false, {vert.handle, frag.handle});
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    }
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    void Create(const char* vert_shader, const char* frag_shader);
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    /// Deletes the internal OpenGL resource
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteProgram(handle);
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        OpenGLState::GetCurState().ResetProgram(handle).Apply();
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        handle = 0;
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    }
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    void Release();
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    GLuint handle = 0;
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};
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			@ -175,19 +128,11 @@ public:
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        return *this;
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    }
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    void Create() {
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        if (handle != 0)
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            return;
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        glGenProgramPipelines(1, &handle);
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    }
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    /// Creates a new internal OpenGL resource and stores the handle
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    void Create();
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteProgramPipelines(1, &handle);
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        OpenGLState::GetCurState().ResetPipeline(handle).Apply();
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        handle = 0;
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    }
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    /// Deletes the internal OpenGL resource
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    void Release();
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    GLuint handle = 0;
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};
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			@ -209,20 +154,10 @@ public:
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    }
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    /// Creates a new internal OpenGL resource and stores the handle
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    void Create() {
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        if (handle != 0)
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            return;
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        glGenBuffers(1, &handle);
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    }
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    void Create();
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    /// Deletes the internal OpenGL resource
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteBuffers(1, &handle);
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        OpenGLState::GetCurState().ResetBuffer(handle).Apply();
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        handle = 0;
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    }
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    void Release();
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    GLuint handle = 0;
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};
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			@ -244,20 +179,10 @@ public:
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    }
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    /// Creates a new internal OpenGL resource and stores the handle
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    void Create() {
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        if (handle != 0)
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            return;
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        glGenVertexArrays(1, &handle);
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    }
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    void Create();
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    /// Deletes the internal OpenGL resource
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteVertexArrays(1, &handle);
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        OpenGLState::GetCurState().ResetVertexArray(handle).Apply();
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        handle = 0;
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    }
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    void Release();
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    GLuint handle = 0;
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};
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			@ -279,20 +204,10 @@ public:
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    }
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    /// Creates a new internal OpenGL resource and stores the handle
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    void Create() {
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        if (handle != 0)
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            return;
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        glGenFramebuffers(1, &handle);
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    }
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    void Create();
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    /// Deletes the internal OpenGL resource
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    void Release() {
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        if (handle == 0)
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            return;
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        glDeleteFramebuffers(1, &handle);
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        OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
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        handle = 0;
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    }
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    void Release();
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    GLuint handle = 0;
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};
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			@ -9,6 +9,7 @@
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#include "video_core/regs_lighting.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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namespace OpenGL {
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