OpenGL renderer: Shuffle initialization code around and rename functions.
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@ -81,7 +81,7 @@ void RendererOpenGL::SwapBuffers() {
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RenderXFB(framebuffer_size, framebuffer_size);
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// XFB->Window copy
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RenderFramebuffer();
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DrawScreens();
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// Swap buffers
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render_window->PollEvents();
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@ -151,8 +151,16 @@ void RendererOpenGL::RenderXFB(const Common::Rect& src_rect, const Common::Rect&
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// so this may need to be changed (pair for each screen).
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}
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/// Initialize the FBO
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void RendererOpenGL::InitFramebuffer() {
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/**
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* Initializes the OpenGL state and creates persistent objects.
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*/
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void RendererOpenGL::InitOpenGLObjects() {
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glGenVertexArrays(1, &vertex_array_id);
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glBindVertexArray(vertex_array_id);
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glDisable(GL_DEPTH_TEST);
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program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
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sampler_id = glGetUniformLocation(program_id, "sampler");
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attrib_position = glGetAttribLocation(program_id, "position");
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@ -190,7 +198,10 @@ void RendererOpenGL::InitFramebuffer() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void RendererOpenGL::RenderFramebuffer() {
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/**
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* Draws the emulated screens to the emulator window.
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*/
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void RendererOpenGL::DrawScreens() {
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glViewport(0, 0, resolution_width, resolution_height);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -253,20 +264,8 @@ void RendererOpenGL::Init() {
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exit(-1);
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}
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// Generate VAO
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glGenVertexArrays(1, &vertex_array_id);
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glBindVertexArray(vertex_array_id);
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glDisable(GL_DEPTH_TEST);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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// Initialize everything else
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// --------------------------
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InitFramebuffer();
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NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
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InitOpenGLObjects();
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}
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/// Shutdown the renderer
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@ -42,14 +42,8 @@ public:
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void ShutDown();
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private:
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/// Initialize the FBO
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void InitFramebuffer();
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// Blit the FBO to the OpenGL default framebuffer
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void RenderFramebuffer();
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/// Updates the framerate
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void InitOpenGLObjects();
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void DrawScreens();
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void UpdateFramerate();
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/// Structure used for storing information for rendering each 3DS screen
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