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Merge pull request #687 from lioncash/instance
core: Don't construct instance of Core::System, just to access its live instance
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commit
49b0966003
@ -26,11 +26,13 @@ namespace Core {
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/*static*/ System System::s_instance;
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System::System() = default;
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System::~System() = default;
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/// Runs a CPU core while the system is powered on
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static void RunCpuCore(std::shared_ptr<Cpu> cpu_state) {
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while (Core::System().GetInstance().IsPoweredOn()) {
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while (Core::System::GetInstance().IsPoweredOn()) {
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cpu_state->RunLoop(true);
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}
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}
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@ -168,6 +168,8 @@ public:
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}
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private:
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System();
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/// Returns the currently running CPU core
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Cpu& CurrentCpuCore();
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@ -165,7 +165,7 @@ void Thread::CancelWakeupTimer() {
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static boost::optional<s32> GetNextProcessorId(u64 mask) {
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for (s32 index = 0; index < Core::NUM_CPU_CORES; ++index) {
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if (mask & (1ULL << index)) {
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if (!Core::System().GetInstance().Scheduler(index)->GetCurrentThread()) {
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if (!Core::System::GetInstance().Scheduler(index)->GetCurrentThread()) {
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// Core is enabled and not running any threads, use this one
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return index;
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}
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@ -215,14 +215,14 @@ void Thread::ResumeFromWait() {
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new_processor_id = processor_id;
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}
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if (ideal_core != -1 &&
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Core::System().GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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Core::System::GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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new_processor_id = ideal_core;
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}
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ASSERT(*new_processor_id < 4);
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// Add thread to new core's scheduler
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auto& next_scheduler = Core::System().GetInstance().Scheduler(*new_processor_id);
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auto& next_scheduler = Core::System::GetInstance().Scheduler(*new_processor_id);
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if (*new_processor_id != processor_id) {
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// Remove thread from previous core's scheduler
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@ -325,7 +325,7 @@ ResultVal<SharedPtr<Thread>> Thread::Create(std::string name, VAddr entry_point,
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thread->name = std::move(name);
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thread->callback_handle = wakeup_callback_handle_table.Create(thread).Unwrap();
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thread->owner_process = owner_process;
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thread->scheduler = Core::System().GetInstance().Scheduler(processor_id);
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thread->scheduler = Core::System::GetInstance().Scheduler(processor_id);
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thread->scheduler->AddThread(thread, priority);
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// Find the next available TLS index, and mark it as used
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@ -481,14 +481,14 @@ void Thread::ChangeCore(u32 core, u64 mask) {
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new_processor_id = processor_id;
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}
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if (ideal_core != -1 &&
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Core::System().GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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Core::System::GetInstance().Scheduler(ideal_core)->GetCurrentThread() == nullptr) {
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new_processor_id = ideal_core;
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}
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ASSERT(*new_processor_id < 4);
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// Add thread to new core's scheduler
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auto& next_scheduler = Core::System().GetInstance().Scheduler(*new_processor_id);
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auto& next_scheduler = Core::System::GetInstance().Scheduler(*new_processor_id);
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if (*new_processor_id != processor_id) {
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// Remove thread from previous core's scheduler
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@ -128,8 +128,8 @@ RasterizerOpenGL::~RasterizerOpenGL() {
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std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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GLintptr buffer_offset) {
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MICROPROFILE_SCOPE(OpenGL_VAO);
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_buffer = stream_buffer->GetHandle();
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@ -184,7 +184,7 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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}
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static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Fetch program code from memory
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GLShader::ProgramCode program_code;
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@ -207,7 +207,7 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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}
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};
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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@ -297,7 +297,7 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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}
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size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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size_t size = 0;
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for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
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@ -322,7 +322,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
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bool using_depth_fb) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): Implement this
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const bool has_stencil = false;
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@ -374,7 +374,7 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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}
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void RasterizerOpenGL::Clear() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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bool use_color_fb = false;
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bool use_depth_fb = false;
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@ -426,7 +426,7 @@ void RasterizerOpenGL::DrawArrays() {
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return;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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ScopeAcquireGLContext acquire_context;
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@ -473,7 +473,7 @@ void RasterizerOpenGL::DrawArrays() {
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// If indexed mode, copy the index buffer
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GLintptr index_buffer_offset = 0;
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if (is_indexed) {
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const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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const boost::optional<VAddr> index_data_addr{
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memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
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Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
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@ -775,7 +775,7 @@ void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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}
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void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
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@ -793,7 +793,7 @@ void RasterizerOpenGL::SyncClipCoef() {
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}
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.cull.enabled = regs.cull.enabled != 0;
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@ -825,7 +825,7 @@ void RasterizerOpenGL::SyncDepthOffset() {
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.depth.test_enabled = regs.depth_test_enable != 0;
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state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
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@ -837,7 +837,7 @@ void RasterizerOpenGL::SyncDepthTestState() {
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}
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void RasterizerOpenGL::SyncBlendState() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(Subv): Support more than just render target 0.
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state.blend.enabled = regs.blend.enable[0] != 0;
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@ -505,7 +505,7 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
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SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(
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bool using_color_fb, bool using_depth_fb, const MathUtil::Rectangle<s32>& viewport) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): This is hard corded to use just the first render buffer
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LOG_WARNING(Render_OpenGL, "hard-coded for render target 0!");
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@ -35,7 +35,7 @@ void SetShaderUniformBlockBindings(GLuint shader) {
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(bunnei): Support more than one viewport
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
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