GPUDevice: Get rid of framebuffer abstraction
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@ -57,25 +57,6 @@ private:
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u8 m_map_level = 0;
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};
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class OpenGLFramebuffer final : public GPUFramebuffer
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{
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friend OpenGLDevice;
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public:
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~OpenGLFramebuffer() override;
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ALWAYS_INLINE GLuint GetGLId() const { return m_id; }
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void SetDebugName(const std::string_view& name) override;
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void Bind(GLenum target);
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private:
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OpenGLFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, GLuint id);
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GLuint m_id;
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};
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class OpenGLTextureBuffer final : public GPUTextureBuffer
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{
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friend OpenGLDevice;
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