227 lines
7.5 KiB
C++
227 lines
7.5 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// OpenGL Backend Documentation
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/*
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1.1 Display settings
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Internal and fullscreen resolution: Since the only internal resolutions allowed
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are also fullscreen resolution allowed by the system there is only need for one
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resolution setting that applies to both the internal resolution and the
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fullscreen resolution. - Apparently no, someone else doesn't agree
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Todo: Make the internal resolution option apply instantly, currently only the
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native and 2x option applies instantly. To do this we need to be able to change
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the reinitialize FramebufferManager:Init() while a game is running.
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1.2 Screenshots
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The screenshots should be taken from the internal representation of the picture
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regardless of what the current window size is. Since AA and wireframe is
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applied together with the picture resizing this rule is not currently applied
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to AA or wireframe pictures, they are instead taken from whatever the window
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size is.
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Todo: Render AA and wireframe to a separate picture used for the screenshot in
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addition to the one for display.
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1.3 AA
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Make AA apply instantly during gameplay if possible
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*/
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#include "VideoBackends/OGL/VideoBackend.h"
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#include <memory>
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#include <string>
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#include <vector>
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#include "Common/Common.h"
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#include "Common/GL/GLContext.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/MsgHandler.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "VideoBackends/OGL/OGLBoundingBox.h"
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#include "VideoBackends/OGL/OGLConfig.h"
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#include "VideoBackends/OGL/OGLGfx.h"
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#include "VideoBackends/OGL/OGLPerfQuery.h"
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#include "VideoBackends/OGL/OGLVertexManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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std::string VideoBackend::GetName() const
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{
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return NAME;
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}
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std::string VideoBackend::GetDisplayName() const
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{
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if (g_ogl_config.bIsES)
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return _trans("OpenGL ES");
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else
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return _trans("OpenGL");
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}
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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std::unique_ptr<GLContext> temp_gl_context =
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GLContext::Create(wsi, g_Config.stereo_mode == StereoMode::QuadBuffer, true, false,
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Config::Get(Config::GFX_PREFER_GLES));
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if (!temp_gl_context)
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return;
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FillBackendInfo(temp_gl_context.get());
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}
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bool VideoBackend::InitializeGLExtensions(GLContext* context)
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{
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// Init extension support.
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if (!GLExtensions::Init(context))
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{
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// OpenGL 2.0 is required for all shader based drawings. There is no way to get this by
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// extensions
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PanicAlertFmtT("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
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return false;
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}
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if (GLExtensions::Version() < 300)
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{
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// integer vertex attributes require a gl3 only function
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PanicAlertFmtT("GPU: OGL ERROR: Need OpenGL version 3.\n"
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"GPU: Does your video card support OpenGL 3?");
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return false;
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}
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return true;
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}
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bool VideoBackend::FillBackendInfo(GLContext* context)
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{
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if (!InitializeGLExtensions(context))
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return false;
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g_Config.backend_info.api_type = APIType::OpenGL;
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g_Config.backend_info.MaxTextureSize = 16384;
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g_Config.backend_info.bUsesLowerLeftOrigin = true;
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g_Config.backend_info.bSupportsExclusiveFullscreen = false;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupportsComputeShaders = false;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsPostProcessing = true;
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g_Config.backend_info.bSupportsSSAA = true;
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g_Config.backend_info.bSupportsReversedDepthRange = true;
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g_Config.backend_info.bSupportsLogicOp = true;
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g_Config.backend_info.bSupportsMultithreading = false;
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g_Config.backend_info.bSupportsCopyToVram = true;
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g_Config.backend_info.bSupportsLargePoints = true;
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g_Config.backend_info.bSupportsDepthReadback = true;
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g_Config.backend_info.bSupportsPartialDepthCopies = true;
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g_Config.backend_info.bSupportsShaderBinaries = false;
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g_Config.backend_info.bSupportsPipelineCacheData = false;
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g_Config.backend_info.bSupportsLodBiasInSampler = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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// Unneccessary since OGL doesn't use pipelines
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g_Config.backend_info.bSupportsDynamicVertexLoader = false;
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// TODO: There is a bug here, if texel buffers or SSBOs/atomics are not supported the graphics
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// options will show the option when it is not supported. The only way around this would be
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// creating a context when calling this function to determine what is available.
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g_Config.backend_info.bSupportsGPUTextureDecoding = true;
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g_Config.backend_info.bSupportsBBox = true;
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// Overwritten in OGLConfig.cpp later
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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g_Config.backend_info.bSupportsClipControl = true;
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g_Config.backend_info.bSupportsDepthClamp = true;
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g_Config.backend_info.bSupportsST3CTextures = false;
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g_Config.backend_info.bSupportsBPTCTextures = false;
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g_Config.backend_info.bSupportsCoarseDerivatives = false;
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g_Config.backend_info.bSupportsTextureQueryLevels = false;
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g_Config.backend_info.bSupportsSettingObjectNames = false;
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g_Config.backend_info.bUsesExplictQuadBuffering = true;
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g_Config.backend_info.Adapters.clear();
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// aamodes - 1 is to stay consistent with D3D (means no AA)
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g_Config.backend_info.AAModes = {1, 2, 4, 8};
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// check for the max vertex attributes
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GLint numvertexattribs = 0;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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if (numvertexattribs < 16)
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{
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PanicAlertFmtT("GPU: OGL ERROR: Number of attributes {0} not enough.\n"
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"GPU: Does your video card support OpenGL 2.x?",
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numvertexattribs);
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return false;
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}
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// check the max texture width and height
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GLint max_texture_size = 0;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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g_Config.backend_info.MaxTextureSize = static_cast<u32>(max_texture_size);
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if (max_texture_size < 1024)
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{
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PanicAlertFmtT("GL_MAX_TEXTURE_SIZE is {0} - must be at least 1024.", max_texture_size);
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return false;
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}
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if (!PopulateConfig(context))
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{
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// Not all needed extensions are supported, so we have to stop here.
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// Else some of the next calls might crash.
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return false;
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}
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// TODO: Move the remaining fields from the Renderer constructor here.
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return true;
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}
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bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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{
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std::unique_ptr<GLContext> main_gl_context =
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GLContext::Create(wsi, g_Config.stereo_mode == StereoMode::QuadBuffer, true, false,
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Config::Get(Config::GFX_PREFER_GLES));
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if (!main_gl_context)
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return false;
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if (!FillBackendInfo(main_gl_context.get()))
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return false;
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auto gfx = std::make_unique<OGLGfx>(std::move(main_gl_context), wsi.render_surface_scale);
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ProgramShaderCache::Init();
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g_sampler_cache = std::make_unique<SamplerCache>();
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auto vertex_manager = std::make_unique<VertexManager>();
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auto perf_query = GetPerfQuery(gfx->IsGLES());
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auto bounding_box = std::make_unique<OGLBoundingBox>();
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return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
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std::move(bounding_box));
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}
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void VideoBackend::Shutdown()
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{
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ShutdownShared();
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ProgramShaderCache::Shutdown();
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g_sampler_cache.reset();
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}
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} // namespace OGL
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