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Fix multiple rendertargets (#427)
* Simplify render target bindings * Implement multiple viewports * Pack glViewportIndexed calls into a single glViewportArray * Use ARB_viewport_array when available * Cache framebuffer attachments * Use get accessors in OGLExtension * Address feedback
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@ -1,40 +1,17 @@
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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static class OGLExtension
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{
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private static bool Initialized = false;
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private static Lazy<bool> s_EnhancedLayouts = new Lazy<bool>(() => HasExtension("GL_ARB_enhanced_layouts"));
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private static Lazy<bool> s_TextureMirrorClamp = new Lazy<bool>(() => HasExtension("GL_EXT_texture_mirror_clamp"));
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private static Lazy<bool> s_ViewportArray = new Lazy<bool>(() => HasExtension("GL_ARB_viewport_array"));
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private static bool EnhancedLayouts;
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private static bool TextureMirrorClamp;
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public static bool HasEnhancedLayouts()
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{
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EnsureInitialized();
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return EnhancedLayouts;
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}
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public static bool HasTextureMirrorClamp()
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{
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EnsureInitialized();
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return TextureMirrorClamp;
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}
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private static void EnsureInitialized()
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{
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if (Initialized)
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{
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return;
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}
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EnhancedLayouts = HasExtension("GL_ARB_enhanced_layouts");
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TextureMirrorClamp = HasExtension("GL_EXT_texture_mirror_clamp");
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}
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public static bool EnhancedLayouts => s_EnhancedLayouts.Value;
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public static bool TextureMirrorClamp => s_TextureMirrorClamp.Value;
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public static bool ViewportArray => s_ViewportArray.Value;
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private static bool HasExtension(string Name)
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{
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