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GPU: Cleanup immediate mode handling
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5 changed files with 9 additions and 8 deletions
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@ -84,7 +84,7 @@ class Renderer {
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// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
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// ubershaders and shadergen, and so on.
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// Returns whether this draw is eligible for using hardware-accelerated shaders or if shaders should run on the CPU
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virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel, bool isImmediateMode) { return false; }
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virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) { return false; }
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// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
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#ifdef PANDA3DS_FRONTEND_QT
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@ -160,7 +160,7 @@ class RendererGL final : public Renderer {
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virtual bool supportsShaderReload() override { return true; }
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virtual std::string getUbershader() override;
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virtual void setUbershader(const std::string& shader) override;
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virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel, bool isImmediateMode) override;
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virtual bool prepareForDraw(ShaderUnit& shaderUnit, PICA::DrawAcceleration* accel) override;
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std::optional<ColourBuffer> getColourBuffer(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
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