GPUDevice: Replace explicit GL_PUSH/GL_POP with nested GL_SCOPE
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@ -4055,7 +4055,7 @@ void GPU_HW::DownsampleFramebuffer()
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void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top, u32 width, u32 height)
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{
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GL_PUSH_FMT("DownsampleFramebufferAdaptive ({},{} => {},{})", left, top, left + width, left + height);
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GL_SCOPE_FMT("DownsampleFramebufferAdaptive ({},{} => {},{})", left, top, left + width, left + height);
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struct SmoothingUBOData
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{
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@ -4081,7 +4081,6 @@ void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top
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if (!m_downsample_texture || !level_texture || !weight_texture)
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{
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ERROR_LOG("Failed to create {}x{} RTs for adaptive downsampling", width, height);
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GL_POP();
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return;
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}
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@ -4166,8 +4165,6 @@ void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top
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m_downsample_texture->MakeReadyForSampling();
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}
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GL_POP();
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RestoreDeviceContext();
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m_presenter.SetDisplayTexture(m_downsample_texture.get(), 0, 0, width, height);
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@ -1030,18 +1030,6 @@ struct GLAutoPop
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};
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#define GL_SCOPE(name) GLAutoPop GL_TOKEN_PASTE2(gl_auto_pop_, __LINE__)(name)
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#define GL_PUSH(name) \
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do \
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{ \
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if (g_gpu_device->IsDebugDevice()) [[unlikely]] \
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g_gpu_device->PushDebugGroup(name); \
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} while (0)
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#define GL_POP() \
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do \
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{ \
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if (g_gpu_device->IsDebugDevice()) [[unlikely]] \
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g_gpu_device->PopDebugGroup(); \
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} while (0)
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#define GL_INS(msg) \
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do \
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{ \
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@ -1056,12 +1044,6 @@ struct GLAutoPop
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} while (0)
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#define GL_SCOPE_FMT(...) GLAutoPop GL_TOKEN_PASTE2(gl_auto_pop_, __LINE__)(__VA_ARGS__)
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#define GL_PUSH_FMT(...) \
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do \
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{ \
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if (g_gpu_device->IsDebugDevice()) [[unlikely]] \
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g_gpu_device->PushDebugGroup(__VA_ARGS__); \
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} while (0)
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#define GL_INS_FMT(...) \
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do \
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{ \
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@ -1076,13 +1058,10 @@ struct GLAutoPop
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} while (0)
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#else
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#define GL_SCOPE(name) (void)0
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#define GL_PUSH(name) (void)0
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#define GL_POP() (void)0
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#define GL_INS(msg) (void)0
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#define GL_OBJECT_NAME(obj, name) (void)0
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#define GL_SCOPE_FMT(...) (void)0
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#define GL_PUSH_FMT(...) (void)0
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#define GL_INS_FMT(...) (void)0
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#define GL_OBJECT_NAME_FMT(obj, ...) (void)0
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#endif
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@ -1472,7 +1472,7 @@ GPUDevice::PresentResult PostProcessing::ReShadeFXShader::Apply(GPUTexture* inpu
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s32 native_height, u32 target_width, u32 target_height,
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float time)
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{
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GL_PUSH_FMT("PostProcessingShaderFX {}", m_name);
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GL_SCOPE_FMT("PostProcessingShaderFX {}", m_name);
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m_frame_count++;
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@ -1764,11 +1764,8 @@ GPUDevice::PresentResult PostProcessing::ReShadeFXShader::Apply(GPUTexture* inpu
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// Special case: drawing to final buffer.
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const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(g_gpu_device->GetMainSwapChain());
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if (pres != GPUDevice::PresentResult::OK)
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{
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GL_POP();
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return pres;
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}
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}
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else
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{
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std::array<GPUTexture*, GPUDevice::MAX_RENDER_TARGETS> render_targets;
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@ -1820,7 +1817,6 @@ GPUDevice::PresentResult PostProcessing::ReShadeFXShader::Apply(GPUTexture* inpu
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for (u32 i = 0; i < GPUDevice::MAX_TEXTURE_SAMPLERS; i++)
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g_gpu_device->SetTextureSampler(i, nullptr, nullptr);
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GL_POP();
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m_frame_timer.Reset();
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return GPUDevice::PresentResult::OK;
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}
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