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Move color/depth format and size to Renderer interface
The state of these values are not specific to any rendering backend and can be moved to be part of the interface itself
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3 changed files with 24 additions and 32 deletions
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@ -961,7 +961,7 @@ void RendererGL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 co
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OpenGL::Framebuffer RendererGL::getColourFBO() {
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// We construct a colour buffer object and see if our cache has any matching colour buffers in it
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// If not, we allocate a texture & FBO for our framebuffer and store it in the cache
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ColourBuffer sampleBuffer(colourBufferLoc, colourBufferFormat, fbSize.x(), fbSize.y());
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ColourBuffer sampleBuffer(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1]);
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auto buffer = colourBufferCache.find(sampleBuffer);
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if (buffer.has_value()) {
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@ -973,7 +973,7 @@ OpenGL::Framebuffer RendererGL::getColourFBO() {
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void RendererGL::bindDepthBuffer() {
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// Similar logic as the getColourFBO function
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DepthBuffer sampleBuffer(depthBufferLoc, depthBufferFormat, fbSize.x(), fbSize.y());
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DepthBuffer sampleBuffer(depthBufferLoc, depthBufferFormat, fbSize[0], fbSize[1]);
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auto buffer = depthBufferCache.find(sampleBuffer);
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GLuint tex;
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