Now that we have an actual interface to manage things, we can stop
duplicating the calls to to the pixel shader manager and remove the
need to remember to actually do so when disabling or enabling the
bounding box.
Rather than expose the bounding box members directly, we can instead
provide an interface for code to use. This makes it nicer to transition
from global data, as the interface function names are already in
place.
Now that we've extracted all of the stateless functions that can be
hidden, it's time to make the index generator a regular class with
active data members.
This can just be a member that sits within the vertex manager base
class. By deglobalizing the state of the index generator we also get rid
of the wonky dual-initializing that was going on within the OpenGL
backend.
Since the renderer is always initialized before the vertex manager, we
now only call Init() once throughout the execution lifecycle.
We can use if constexpr with the template functions that pass in a
non-type template parameter, allowing the removal of branches that
aren't taken at compile time.
Compilers will generally do this by default, however, we now give a
gentle prodding to the compiler if this would otherwise not be the case.
These don't rely on any of the static members within the IndexGenerator
class, so we can make all of these functions fully internal to the
translation unit.
Migrates most of VideoCommon over to using fmt, with the exception being
the shader generator code. The shader generators are quite large and
have more corner cases to deal with in terms of conversion (shaders have
braces in them, so we need to make sure to escape them).
Because of the large amount of code that would need to be converted, the
conversion of VideoCommon will be in two parts:
- This change (which converts over the general case string formatting),
- A follow up change that will specifically deal with converting over
the shader generators.
OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered
stereo, instead drawing twice with the eye selected by glDrawBuffer()
(see OGL::Renderer::RenderXFBToScreen).
This is a giant hack which was previously removed because it causes
broken rendering. However, it seems that some devices still do not
support logical operations (looking at you, Adreno/Mali). Therefore, for
a handful of cases where the hack actually makes things slightly better,
we can use it.
... but not without spamming the log with warnings. With my warning
message PR, we can inform the users before emulation starts anyway.
Same behavior without hardcoding the type of the mutex within the lock
guards. This means the type of the mutex would be able to be changed
without needing to also change all occurrences lock guards are used.
Allows callers to std::move strings into the functions (or automatically
assume the move constructor/move assignment operator for rvalue
references, potentially avoiding copies altogether.