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OGL: implement bounding box support with ssbo
This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
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24 changed files with 231 additions and 7 deletions
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@ -48,6 +48,7 @@ Make AA apply instantly during gameplay if possible
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "VideoBackends/OGL/BoundingBox.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/GLUtil.h"
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@ -205,6 +206,7 @@ void VideoBackend::Video_Prepare()
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Renderer::Init();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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BoundingBox::Init();
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// Notify the core that the video backend is ready
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Host_Message(WM_USER_CREATE);
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@ -229,6 +231,7 @@ void VideoBackend::Video_Cleanup()
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// The following calls are NOT Thread Safe
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// And need to be called from the video thread
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Renderer::Shutdown();
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BoundingBox::Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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delete g_sampler_cache;
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