GPU/HW: Use GSVector instead of Rectangle
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@ -11,8 +11,6 @@
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#include "opengl_pipeline.h"
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#include "opengl_texture.h"
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#include "common/rectangle.h"
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#include <cstdio>
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#include <memory>
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#include <tuple>
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@ -96,8 +94,8 @@ public:
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void SetPipeline(GPUPipeline* pipeline) override;
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void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
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void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
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void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
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void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
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void SetViewport(const GSVector4i rc) override;
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void SetScissor(const GSVector4i rc) override;
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void Draw(u32 vertex_count, u32 base_vertex) override;
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void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
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void DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type) override;
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@ -203,8 +201,8 @@ private:
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u32 m_last_texture_unit = 0;
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std::array<std::pair<GLuint, GLuint>, MAX_TEXTURE_SAMPLERS> m_last_samplers = {};
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GLuint m_last_ssbo = 0;
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Common::Rectangle<s32> m_last_viewport{0, 0, 1, 1};
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Common::Rectangle<s32> m_last_scissor{0, 0, 1, 1};
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GSVector4i m_last_viewport = {};
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GSVector4i m_last_scissor = GSVector4i::cxpr(0, 0, 1, 1);
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// Misc framebuffers
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GLuint m_read_fbo = 0;
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