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Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureCache.cpp574
1 files changed, 0 insertions, 574 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp
deleted file mode 100644
index 9b0699587b..0000000000
--- a/Source/Core/VideoBackends/OGL/TextureCache.cpp
+++ /dev/null
@@ -1,574 +0,0 @@
-// Copyright 2008 Dolphin Emulator Project
-// Licensed under GPLv2+
-// Refer to the license.txt file included.
-
-#include <algorithm>
-#include <cmath>
-#include <cstring>
-#include <fstream>
-#include <memory>
-#include <vector>
-
-#include "Common/Assert.h"
-#include "Common/MsgHandler.h"
-#include "Common/StringUtil.h"
-
-#include "VideoBackends/OGL/FramebufferManager.h"
-#include "VideoBackends/OGL/GPUTimer.h"
-#include "VideoBackends/OGL/OGLTexture.h"
-#include "VideoBackends/OGL/ProgramShaderCache.h"
-#include "VideoBackends/OGL/Render.h"
-#include "VideoBackends/OGL/SamplerCache.h"
-#include "VideoBackends/OGL/StreamBuffer.h"
-#include "VideoBackends/OGL/TextureCache.h"
-#include "VideoBackends/OGL/TextureConverter.h"
-
-#include "VideoCommon/ImageWrite.h"
-#include "VideoCommon/TextureConversionShader.h"
-#include "VideoCommon/TextureConverterShaderGen.h"
-#include "VideoCommon/TextureDecoder.h"
-#include "VideoCommon/VideoCommon.h"
-#include "VideoCommon/VideoConfig.h"
-
-namespace OGL
-{
-constexpr const char GLSL_PROGRAM_VS[] = R"GLSL(
-out vec3 %c_uv0;
-SAMPLER_BINDING(9) uniform sampler2DArray samp9;
-uniform vec4 copy_position; // left, top, right, bottom
-
-void main()
-{
- vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);
- %c_uv0 = vec3(mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0).xy), 0.0);
- gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);
-}
-)GLSL";
-
-constexpr const char GLSL_PROGRAM_GS[] = R"GLSL(
-layout(triangles) in;
-layout(triangle_strip, max_vertices = 6) out;
-in vec3 v_uv0[3];
-out vec3 f_uv0;
-SAMPLER_BINDING(9) uniform sampler2DArray samp9;
-
-void main()
-{
- int layers = textureSize(samp9, 0).z;
- for (int layer = 0; layer < layers; ++layer) {
- for (int i = 0; i < 3; ++i) {
- f_uv0 = vec3(v_uv0[i].xy, layer);
- gl_Position = gl_in[i].gl_Position;
- gl_Layer = layer;
- EmitVertex();
- }
- }
- EndPrimitive();
-}
-)GLSL";
-
-constexpr const char GLSL_COLOR_COPY_FS[] = R"GLSL(
-SAMPLER_BINDING(9) uniform sampler2DArray samp9;
-in vec3 f_uv0;
-out vec4 ocol0;
-
-void main()
-{
- vec4 texcol = texture(samp9, f_uv0);
- ocol0 = texcol;
-}
-)GLSL";
-
-constexpr const char GLSL_PALETTE_FS[] = R"GLSL(
-uniform int texture_buffer_offset;
-uniform float multiplier;
-SAMPLER_BINDING(9) uniform sampler2DArray samp9;
-SAMPLER_BINDING(10) uniform usamplerBuffer samp10;
-
-in vec3 f_uv0;
-out vec4 ocol0;
-
-int Convert3To8(int v)
-{
- // Swizzle bits: 00000123 -> 12312312
- return (v << 5) | (v << 2) | (v >> 1);
-}
-
-int Convert4To8(int v)
-{
- // Swizzle bits: 00001234 -> 12341234
- return (v << 4) | v;
-}
-
-int Convert5To8(int v)
-{
- // Swizzle bits: 00012345 -> 12345123
- return (v << 3) | (v >> 2);
-}
-
-int Convert6To8(int v)
-{
- // Swizzle bits: 00123456 -> 12345612
- return (v << 2) | (v >> 4);
-}
-
-float4 DecodePixel_RGB5A3(int val)
-{
- int r,g,b,a;
- if ((val&0x8000) > 0)
- {
- r=Convert5To8((val>>10) & 0x1f);
- g=Convert5To8((val>>5 ) & 0x1f);
- b=Convert5To8((val ) & 0x1f);
- a=0xFF;
- }
- else
- {
- a=Convert3To8((val>>12) & 0x7);
- r=Convert4To8((val>>8 ) & 0xf);
- g=Convert4To8((val>>4 ) & 0xf);
- b=Convert4To8((val ) & 0xf);
- }
- return float4(r, g, b, a) / 255.0;
-}
-
-float4 DecodePixel_RGB565(int val)
-{
- int r, g, b, a;
- r = Convert5To8((val >> 11) & 0x1f);
- g = Convert6To8((val >> 5) & 0x3f);
- b = Convert5To8((val) & 0x1f);
- a = 0xFF;
- return float4(r, g, b, a) / 255.0;
-}
-
-float4 DecodePixel_IA8(int val)
-{
- int i = val & 0xFF;
- int a = val >> 8;
- return float4(i, i, i, a) / 255.0;
-}
-
-void main()
-{
- int src = int(round(texture(samp9, f_uv0).r * multiplier));
- src = int(texelFetch(samp10, src + texture_buffer_offset).r);
- src = ((src << 8) & 0xFF00) | (src >> 8);
- ocol0 = DecodePixel_%s(src);
-}
-)GLSL";
-
-//#define TIME_TEXTURE_DECODING 1
-
-void TextureCache::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams& params,
- u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
- const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
- float gamma, bool clamp_top, bool clamp_bottom,
- const CopyFilterCoefficientArray& filter_coefficients)
-{
- // Flip top/bottom due to lower-left coordinate system.
- float clamp_top_val =
- clamp_bottom ? (1.0f - src_rect.bottom / static_cast<float>(EFB_HEIGHT)) : 0.0f;
- float clamp_bottom_val =
- clamp_top ? (1.0f - src_rect.top / static_cast<float>(EFB_HEIGHT)) : 1.0f;
- TextureConverter::EncodeToRamFromTexture(dst, params, native_width, bytes_per_row, num_blocks_y,
- memory_stride, src_rect, scale_by_half, y_scale, gamma,
- clamp_top_val, clamp_bottom_val, filter_coefficients);
-}
-
-TextureCache::TextureCache()
-{
- CompileShaders();
-
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- {
- s32 buffer_size_mb = (g_ActiveConfig.backend_info.bSupportsGPUTextureDecoding ? 32 : 1);
- s32 buffer_size = buffer_size_mb * 1024 * 1024;
- s32 max_buffer_size = 0;
-
- // The minimum MAX_TEXTURE_BUFFER_SIZE that the spec mandates is 65KB, we are asking for a 1MB
- // buffer here. This buffer is also used as storage for undecoded textures when compute shader
- // texture decoding is enabled, in which case the requested size is 32MB.
- glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_size);
-
- // Clamp the buffer size to the maximum size that the driver supports.
- buffer_size = std::min(buffer_size, max_buffer_size);
-
- m_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
- glGenTextures(1, &m_palette_resolv_texture);
- glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
- glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, m_palette_stream_buffer->m_buffer);
-
- if (g_ActiveConfig.backend_info.bSupportsGPUTextureDecoding)
- CreateTextureDecodingResources();
- }
-}
-
-TextureCache::~TextureCache()
-{
- DeleteShaders();
- if (g_ActiveConfig.backend_info.bSupportsGPUTextureDecoding)
- DestroyTextureDecodingResources();
-
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- {
- glDeleteTextures(1, &m_palette_resolv_texture);
- }
-}
-
-TextureCache* TextureCache::GetInstance()
-{
- return static_cast<TextureCache*>(g_texture_cache.get());
-}
-
-const SHADER& TextureCache::GetColorCopyProgram() const
-{
- return m_colorCopyProgram;
-}
-
-GLuint TextureCache::GetColorCopyPositionUniform() const
-{
- return m_colorCopyPositionUniform;
-}
-
-bool TextureCache::CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode,
- const std::string& pcode, const std::string& gcode)
-{
- ASSERT(IsValidTLUTFormat(tlutfmt));
- PaletteShader& shader = m_palette_shaders[static_cast<int>(tlutfmt)];
-
- if (!ProgramShaderCache::CompileShader(shader.shader, vcode, pcode, gcode))
- return false;
-
- shader.buffer_offset_uniform =
- glGetUniformLocation(shader.shader.glprogid, "texture_buffer_offset");
- shader.multiplier_uniform = glGetUniformLocation(shader.shader.glprogid, "multiplier");
- shader.copy_position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");
-
- return true;
-}
-
-bool TextureCache::CompileShaders()
-{
- std::string geo_program = "";
- char prefix = 'f';
- if (g_ActiveConfig.stereo_mode != StereoMode::Off)
- {
- geo_program = GLSL_PROGRAM_GS;
- prefix = 'v';
- }
-
- if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
- StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
- GLSL_COLOR_COPY_FS, geo_program))
- {
- return false;
- }
-
- m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
-
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- {
- if (!CompilePaletteShader(TLUTFormat::IA8, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
- StringFromFormat(GLSL_PALETTE_FS, "IA8"), geo_program))
- return false;
-
- if (!CompilePaletteShader(TLUTFormat::RGB565, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
- StringFromFormat(GLSL_PALETTE_FS, "RGB565"), geo_program))
- return false;
-
- if (!CompilePaletteShader(TLUTFormat::RGB5A3, StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
- StringFromFormat(GLSL_PALETTE_FS, "RGB5A3"), geo_program))
- return false;
- }
-
- return true;
-}
-
-void TextureCache::DeleteShaders()
-{
- for (auto& it : m_efb_copy_programs)
- it.second.shader.Destroy();
- m_efb_copy_programs.clear();
-
- if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- for (auto& shader : m_palette_shaders)
- shader.shader.Destroy();
-}
-
-void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
- const void* palette, TLUTFormat tlutfmt)
-{
- if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
- return;
-
- ASSERT(IsValidTLUTFormat(tlutfmt));
- const PaletteShader& palette_shader = m_palette_shaders[static_cast<int>(tlutfmt)];
-
- g_renderer->ResetAPIState();
-
- OGLTexture* source_texture = static_cast<OGLTexture*>(source->texture.get());
- OGLTexture* destination_texture = static_cast<OGLTexture*>(destination->texture.get());
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, source_texture->GetRawTexIdentifier());
- g_sampler_cache->BindNearestSampler(9);
-
- FramebufferManager::SetFramebuffer(destination_texture->GetFramebuffer());
- glViewport(0, 0, destination->GetWidth(), destination->GetHeight());
- palette_shader.shader.Bind();
-
- // C14 textures are currently unsupported
- int size = source->format == TextureFormat::I4 ? 32 : 512;
- auto buffer = m_palette_stream_buffer->Map(size);
- memcpy(buffer.first, palette, size);
- m_palette_stream_buffer->Unmap(size);
- glUniform1i(palette_shader.buffer_offset_uniform, buffer.second / 2);
- glUniform1f(palette_shader.multiplier_uniform,
- source->format == TextureFormat::I4 ? 15.0f : 255.0f);
- glUniform4f(palette_shader.copy_position_uniform, 0.0f, 0.0f,
- static_cast<float>(source->GetWidth()), static_cast<float>(source->GetHeight()));
-
- glActiveTexture(GL_TEXTURE10);
- glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
- g_sampler_cache->BindNearestSampler(10);
-
- ProgramShaderCache::BindVertexFormat(nullptr);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- g_renderer->RestoreAPIState();
-}
-
-static const std::string decoding_vertex_shader = R"(
-void main()
-{
- vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);
- gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);
-}
-)";
-
-void TextureCache::CreateTextureDecodingResources()
-{
- static const GLenum gl_view_types[TextureConversionShaderTiled::BUFFER_FORMAT_COUNT] = {
- GL_R8UI, // BUFFER_FORMAT_R8_UINT
- GL_R16UI, // BUFFER_FORMAT_R16_UINT
- GL_RG32UI, // BUFFER_FORMAT_R32G32_UINT
- GL_RGBA8UI, // BUFFER_FORMAT_RGBA8_UINT
- };
-
- glGenTextures(TextureConversionShaderTiled::BUFFER_FORMAT_COUNT,
- m_texture_decoding_buffer_views.data());
- for (size_t i = 0; i < TextureConversionShaderTiled::BUFFER_FORMAT_COUNT; i++)
- {
- glBindTexture(GL_TEXTURE_BUFFER, m_texture_decoding_buffer_views[i]);
- glTexBuffer(GL_TEXTURE_BUFFER, gl_view_types[i], m_palette_stream_buffer->m_buffer);
- }
-}
-
-void TextureCache::DestroyTextureDecodingResources()
-{
- glDeleteTextures(TextureConversionShaderTiled::BUFFER_FORMAT_COUNT,
- m_texture_decoding_buffer_views.data());
- m_texture_decoding_buffer_views.fill(0);
- m_texture_decoding_program_info.clear();
-}
-
-bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format)
-{
- auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
- auto iter = m_texture_decoding_program_info.find(key);
- if (iter != m_texture_decoding_program_info.end())
- return iter->second.valid;
-
- TextureDecodingProgramInfo info;
- info.base_info = TextureConversionShaderTiled::GetDecodingShaderInfo(format);
- if (!info.base_info)
- {
- m_texture_decoding_program_info.emplace(key, info);
- return false;
- }
-
- std::string shader_source =
- TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::OpenGL);
- if (shader_source.empty())
- {
- m_texture_decoding_program_info.emplace(key, info);
- return false;
- }
-
- if (!ProgramShaderCache::CompileComputeShader(info.program, shader_source))
- {
- m_texture_decoding_program_info.emplace(key, info);
- return false;
- }
-
- info.uniform_dst_size = glGetUniformLocation(info.program.glprogid, "u_dst_size");
- info.uniform_src_size = glGetUniformLocation(info.program.glprogid, "u_src_size");
- info.uniform_src_offset = glGetUniformLocation(info.program.glprogid, "u_src_offset");
- info.uniform_src_row_stride = glGetUniformLocation(info.program.glprogid, "u_src_row_stride");
- info.uniform_palette_offset = glGetUniformLocation(info.program.glprogid, "u_palette_offset");
- info.valid = true;
- m_texture_decoding_program_info.emplace(key, info);
- return true;
-}
-
-void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data,
- size_t data_size, TextureFormat format, u32 width, u32 height,
- u32 aligned_width, u32 aligned_height, u32 row_stride,
- const u8* palette, TLUTFormat palette_format)
-{
- auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
- auto iter = m_texture_decoding_program_info.find(key);
- if (iter == m_texture_decoding_program_info.end())
- return;
-
-#ifdef TIME_TEXTURE_DECODING
- GPUTimer timer;
-#endif
-
- // Copy to GPU-visible buffer, aligned to the data type.
- auto info = iter->second;
- u32 bytes_per_buffer_elem =
- TextureConversionShaderTiled::GetBytesPerBufferElement(info.base_info->buffer_format);
-
- // Only copy palette if it is required.
- bool has_palette = info.base_info->palette_size > 0;
- u32 total_upload_size = static_cast<u32>(data_size);
- u32 palette_offset = total_upload_size;
- if (has_palette)
- {
- // Align to u16.
- if ((total_upload_size % sizeof(u16)) != 0)
- {
- total_upload_size++;
- palette_offset++;
- }
-
- total_upload_size += info.base_info->palette_size;
- }
-
- // Allocate space in stream buffer, and copy texture + palette across.
- auto buffer = m_palette_stream_buffer->Map(total_upload_size, bytes_per_buffer_elem);
- memcpy(buffer.first, data, data_size);
- if (has_palette)
- memcpy(buffer.first + palette_offset, palette, info.base_info->palette_size);
- m_palette_stream_buffer->Unmap(total_upload_size);
-
- info.program.Bind();
-
- // Calculate stride in buffer elements
- u32 row_stride_in_elements = row_stride / bytes_per_buffer_elem;
- u32 offset_in_elements = buffer.second / bytes_per_buffer_elem;
- u32 palette_offset_in_elements = (buffer.second + palette_offset) / sizeof(u16);
- if (info.uniform_dst_size >= 0)
- glUniform2ui(info.uniform_dst_size, width, height);
- if (info.uniform_src_size >= 0)
- glUniform2ui(info.uniform_src_size, aligned_width, aligned_height);
- if (info.uniform_src_offset >= 0)
- glUniform1ui(info.uniform_src_offset, offset_in_elements);
- if (info.uniform_src_row_stride >= 0)
- glUniform1ui(info.uniform_src_row_stride, row_stride_in_elements);
- if (info.uniform_palette_offset >= 0)
- glUniform1ui(info.uniform_palette_offset, palette_offset_in_elements);
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_BUFFER, m_texture_decoding_buffer_views[info.base_info->buffer_format]);
-
- if (has_palette)
- {
- // Use an R16UI view for the palette.
- glActiveTexture(GL_TEXTURE10);
- glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
- }
-
- auto dispatch_groups =
- TextureConversionShaderTiled::GetDispatchCount(info.base_info, aligned_width, aligned_height);
- glBindImageTexture(0, static_cast<OGLTexture*>(entry->texture.get())->GetRawTexIdentifier(),
- dst_level, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA8);
- glDispatchCompute(dispatch_groups.first, dispatch_groups.second, 1);
- glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
-
-#ifdef TIME_TEXTURE_DECODING
- WARN_LOG(VIDEO, "Decode texture format %u size %ux%u took %.4fms", static_cast<u32>(format),
- width, height, timer.GetTimeMilliseconds());
-#endif
-}
-
-void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
- const EFBRectangle& src_rect, bool scale_by_half,
- EFBCopyFormat dst_format, bool is_intensity, float gamma,
- bool clamp_top, bool clamp_bottom,
- const CopyFilterCoefficientArray& filter_coefficients)
-{
- auto* destination_texture = static_cast<OGLTexture*>(entry->texture.get());
- g_renderer->ResetAPIState(); // reset any game specific settings
-
- // Make sure to resolve anything we need to read from.
- const GLuint read_texture = is_depth_copy ?
- FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
- FramebufferManager::ResolveAndGetRenderTarget(src_rect);
-
- FramebufferManager::SetFramebuffer(destination_texture->GetFramebuffer());
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
- if (scale_by_half)
- g_sampler_cache->BindLinearSampler(9);
- else
- g_sampler_cache->BindNearestSampler(9);
-
- glViewport(0, 0, destination_texture->GetConfig().width, destination_texture->GetConfig().height);
-
- auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
- scale_by_half,
- NeedsCopyFilterInShader(filter_coefficients));
-
- auto it = m_efb_copy_programs.emplace(uid, EFBCopyShader());
- EFBCopyShader& shader = it.first->second;
- bool created = it.second;
-
- if (created)
- {
- ShaderCode code = TextureConversionShaderGen::GenerateShader(APIType::OpenGL, uid.GetUidData());
-
- std::string geo_program = "";
- char prefix = 'f';
- if (g_ActiveConfig.stereo_mode != StereoMode::Off)
- {
- geo_program = GLSL_PROGRAM_GS;
- prefix = 'v';
- }
-
- ProgramShaderCache::CompileShader(shader.shader,
- StringFromFormat(GLSL_PROGRAM_VS, prefix, prefix),
- code.GetBuffer(), geo_program);
-
- shader.position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");
- shader.pixel_height_uniform = glGetUniformLocation(shader.shader.glprogid, "pixel_height");
- shader.gamma_rcp_uniform = glGetUniformLocation(shader.shader.glprogid, "gamma_rcp");
- shader.clamp_tb_uniform = glGetUniformLocation(shader.shader.glprogid, "clamp_tb");
- shader.filter_coefficients_uniform =
- glGetUniformLocation(shader.shader.glprogid, "filter_coefficients");
- }
-
- shader.shader.Bind();
-
- TargetRectangle R = g_renderer->ConvertEFBRectangle(src_rect);
- glUniform4f(shader.position_uniform, static_cast<float>(R.left), static_cast<float>(R.top),
- static_cast<float>(R.right), static_cast<float>(R.bottom));
- glUniform1f(shader.pixel_height_uniform, g_ActiveConfig.bCopyEFBScaled ?
- 1.0f / g_renderer->GetTargetHeight() :
- 1.0f / EFB_HEIGHT);
- glUniform1f(shader.gamma_rcp_uniform, 1.0f / gamma);
- glUniform2f(shader.clamp_tb_uniform,
- clamp_bottom ? (1.0f - src_rect.bottom / static_cast<float>(EFB_HEIGHT)) : 0.0f,
- clamp_top ? (1.0f - src_rect.top / static_cast<float>(EFB_HEIGHT)) : 1.0f);
- glUniform3f(shader.filter_coefficients_uniform, filter_coefficients[0], filter_coefficients[1],
- filter_coefficients[2]);
-
- ProgramShaderCache::BindVertexFormat(nullptr);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- g_renderer->RestoreAPIState();
-}
-} // namespace OGL