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Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureCache.cpp430
1 files changed, 94 insertions, 336 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp
index 169dec0bc5..b4f16266ee 100644
--- a/Source/Core/VideoBackends/OGL/TextureCache.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp
@@ -2,8 +2,6 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
-#include "VideoBackends/OGL/TextureCache.h"
-
#include <algorithm>
#include <cmath>
#include <cstring>
@@ -11,17 +9,18 @@
#include <memory>
#include <vector>
-#include "Common/Assert.h"
#include "Common/GL/GLInterfaceBase.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"
@@ -31,20 +30,8 @@
namespace OGL
{
-static SHADER s_ColorCopyProgram;
-static SHADER s_ColorMatrixProgram;
-static SHADER s_DepthMatrixProgram;
-static GLuint s_ColorMatrixUniform;
-static GLuint s_DepthMatrixUniform;
-static GLuint s_ColorCopyPositionUniform;
-static GLuint s_ColorMatrixPositionUniform;
-static GLuint s_DepthCopyPositionUniform;
static u32 s_ColorCbufid;
static u32 s_DepthCbufid;
-
-static u32 s_Textures[8];
-static u32 s_ActiveTexture;
-
static SHADER s_palette_pixel_shader[3];
static std::unique_ptr<StreamBuffer> s_palette_stream_buffer;
static GLuint s_palette_resolv_texture;
@@ -72,290 +59,9 @@ static std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT>
static void CreateTextureDecodingResources();
static void DestroyTextureDecodingResources();
-bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
- int virtual_height, unsigned int level)
-{
- if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
- return false;
- int width = std::max(virtual_width >> level, 1);
- int height = std::max(virtual_height >> level, 1);
- std::vector<u8> data(width * height * 4);
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(textarget, tex);
- glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
- TextureCache::SetStage();
-
- return TextureToPng(data.data(), width * 4, filename, width, height, true);
-}
-
-static GLenum GetGLInternalFormatForTextureFormat(HostTextureFormat format, bool storage)
+std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
{
- switch (format)
- {
- case HostTextureFormat::DXT1:
- return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- case HostTextureFormat::DXT3:
- return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- case HostTextureFormat::DXT5:
- return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- case HostTextureFormat::RGBA8:
- default:
- return storage ? GL_RGBA8 : GL_RGBA;
- }
-}
-
-static GLenum GetGLFormatForTextureFormat(HostTextureFormat format)
-{
- switch (format)
- {
- case HostTextureFormat::RGBA8:
- return GL_RGBA;
-
- // Compressed texture formats don't use this parameter.
- default:
- return GL_UNSIGNED_BYTE;
- }
-}
-
-static GLenum GetGLTypeForTextureFormat(HostTextureFormat format)
-{
- switch (format)
- {
- case HostTextureFormat::RGBA8:
- return GL_UNSIGNED_BYTE;
-
- // Compressed texture formats don't use this parameter.
- default:
- return GL_UNSIGNED_BYTE;
- }
-}
-
-TextureCache::TCacheEntry::~TCacheEntry()
-{
- if (texture)
- {
- for (auto& gtex : s_Textures)
- if (gtex == texture)
- gtex = 0;
- glDeleteTextures(1, &texture);
- texture = 0;
- }
-
- if (framebuffer)
- {
- glDeleteFramebuffers(1, &framebuffer);
- framebuffer = 0;
- }
-}
-
-TextureCache::TCacheEntry::TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config)
-{
- glGenTextures(1, &texture);
-
- framebuffer = 0;
-}
-
-void TextureCache::TCacheEntry::Bind(unsigned int stage)
-{
- if (s_Textures[stage] != texture)
- {
- if (s_ActiveTexture != stage)
- {
- glActiveTexture(GL_TEXTURE0 + stage);
- s_ActiveTexture = stage;
- }
-
- glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
- s_Textures[stage] = texture;
- }
-}
-
-bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
-{
- // We can't dump compressed textures currently (it would mean drawing them to a RGBA8
- // framebuffer, and saving that). TextureCache does not call Save for custom textures
- // anyway, so this is fine for now.
- _assert_(config.format == HostTextureFormat::RGBA8);
-
- return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
-}
-
-TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConfig& config)
-{
- TCacheEntry* entry = new TCacheEntry(config);
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, entry->texture);
-
- glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, config.levels - 1);
-
- if (g_ogl_config.bSupportsTextureStorage)
- {
- GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, true);
- glTexStorage3D(GL_TEXTURE_2D_ARRAY, config.levels, gl_internal_format, config.width,
- config.height, config.layers);
- }
-
- if (config.rendertarget)
- {
- // We can't render to compressed formats.
- _assert_(!IsCompressedHostTextureFormat(config.format));
- if (!g_ogl_config.bSupportsTextureStorage)
- {
- for (u32 level = 0; level < config.levels; level++)
- {
- glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, std::max(config.width >> level, 1u),
- std::max(config.height >> level, 1u), config.layers, 0, GL_RGBA,
- GL_UNSIGNED_BYTE, nullptr);
- }
- }
- glGenFramebuffers(1, &entry->framebuffer);
- FramebufferManager::SetFramebuffer(entry->framebuffer);
- FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D_ARRAY, entry->texture, 0);
- }
-
- TextureCache::SetStage();
- return entry;
-}
-
-void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase* source,
- const MathUtil::Rectangle<int>& srcrect,
- const MathUtil::Rectangle<int>& dstrect)
-{
- TCacheEntry* srcentry = (TCacheEntry*)source;
- if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight() &&
- g_ogl_config.bSupportsCopySubImage)
- {
- glCopyImageSubData(srcentry->texture, GL_TEXTURE_2D_ARRAY, 0, srcrect.left, srcrect.top, 0,
- texture, GL_TEXTURE_2D_ARRAY, 0, dstrect.left, dstrect.top, 0,
- dstrect.GetWidth(), dstrect.GetHeight(), srcentry->config.layers);
- return;
- }
- else if (!framebuffer)
- {
- glGenFramebuffers(1, &framebuffer);
- FramebufferManager::SetFramebuffer(framebuffer);
- FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D_ARRAY, texture, 0);
- }
- g_renderer->ResetAPIState();
- FramebufferManager::SetFramebuffer(framebuffer);
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, srcentry->texture);
- g_sampler_cache->BindLinearSampler(9);
- glViewport(dstrect.left, dstrect.top, dstrect.GetWidth(), dstrect.GetHeight());
- s_ColorCopyProgram.Bind();
- glUniform4f(s_ColorCopyPositionUniform, float(srcrect.left), float(srcrect.top),
- float(srcrect.GetWidth()), float(srcrect.GetHeight()));
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- FramebufferManager::SetFramebuffer(0);
- g_renderer->RestoreAPIState();
-}
-
-void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_length,
- const u8* buffer, size_t buffer_size)
-{
- if (level >= config.levels)
- PanicAlert("Texture only has %d levels, can't update level %d", config.levels, level);
- if (width != std::max(1u, config.width >> level) ||
- height != std::max(1u, config.height >> level))
- PanicAlert("size of level %d must be %dx%d, but %dx%d requested", level,
- std::max(1u, config.width >> level), std::max(1u, config.height >> level), width,
- height);
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
-
- if (row_length != width)
- glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
-
- GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, false);
- if (IsCompressedHostTextureFormat(config.format))
- {
- if (g_ogl_config.bSupportsTextureStorage)
- {
- glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
- gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
- }
- else
- {
- glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
- static_cast<GLsizei>(buffer_size), buffer);
- }
- }
- else
- {
- GLenum gl_format = GetGLFormatForTextureFormat(config.format);
- GLenum gl_type = GetGLTypeForTextureFormat(config.format);
- if (g_ogl_config.bSupportsTextureStorage)
- {
- glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
- buffer);
- }
- else
- {
- glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
- gl_type, buffer);
- }
- }
-
- if (row_length != width)
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-
- TextureCache::SetStage();
-}
-
-void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
- bool scaleByHalf, unsigned int cbufid,
- const float* colmat)
-{
- 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(srcRect) :
- FramebufferManager::ResolveAndGetRenderTarget(srcRect);
-
- FramebufferManager::SetFramebuffer(framebuffer);
-
- OpenGL_BindAttributelessVAO();
-
- glActiveTexture(GL_TEXTURE9);
- glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
- if (scaleByHalf)
- g_sampler_cache->BindLinearSampler(9);
- else
- g_sampler_cache->BindNearestSampler(9);
-
- glViewport(0, 0, config.width, config.height);
-
- GLuint uniform_location;
- if (is_depth_copy)
- {
- s_DepthMatrixProgram.Bind();
- if (s_DepthCbufid != cbufid)
- glUniform4fv(s_DepthMatrixUniform, 5, colmat);
- s_DepthCbufid = cbufid;
- uniform_location = s_DepthCopyPositionUniform;
- }
- else
- {
- s_ColorMatrixProgram.Bind();
- if (s_ColorCbufid != cbufid)
- glUniform4fv(s_ColorMatrixUniform, 7, colmat);
- s_ColorCbufid = cbufid;
- uniform_location = s_ColorMatrixPositionUniform;
- }
-
- TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
- glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
- static_cast<float>(R.right), static_cast<float>(R.bottom));
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- FramebufferManager::SetFramebuffer(0);
- g_renderer->RestoreAPIState();
+ return std::make_unique<OGLTexture>(config);
}
void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
@@ -370,10 +76,6 @@ TextureCache::TextureCache()
{
CompileShaders();
- s_ActiveTexture = UINT32_MAX;
- for (auto& gtex : s_Textures)
- gtex = UINT32_MAX;
-
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
s32 buffer_size_mb = (g_ActiveConfig.backend_info.bSupportsGPUTextureDecoding ? 32 : 1);
@@ -409,15 +111,19 @@ TextureCache::~TextureCache()
}
}
-void TextureCache::DisableStage(unsigned int stage)
+TextureCache* TextureCache::GetInstance()
{
+ return static_cast<TextureCache*>(g_texture_cache.get());
}
-void TextureCache::SetStage()
+const SHADER& TextureCache::GetColorCopyProgram() const
{
- // -1 is the initial value as we don't know which texture should be bound
- if (s_ActiveTexture != (u32)-1)
- glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
+ return m_colorCopyProgram;
+}
+
+GLuint TextureCache::GetColorCopyPositionUniform() const
+{
+ return m_colorCopyPositionUniform;
}
bool TextureCache::CompileShaders()
@@ -504,28 +210,28 @@ bool TextureCache::CompileShaders()
const char* prefix = geo_program.empty() ? "f" : "v";
const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
- if (!ProgramShaderCache::CompileShader(s_ColorCopyProgram,
+ if (!ProgramShaderCache::CompileShader(m_colorCopyProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_copy_program, geo_program) ||
- !ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
+ !ProgramShaderCache::CompileShader(m_colorMatrixProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_matrix_program, geo_program) ||
!ProgramShaderCache::CompileShader(
- s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
+ m_depthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
StringFromFormat(depth_matrix_program, depth_layer), geo_program))
{
return false;
}
- s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
- s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
- s_ColorCbufid = UINT32_MAX;
- s_DepthCbufid = UINT32_MAX;
+ m_colorMatrixUniform = glGetUniformLocation(m_colorMatrixProgram.glprogid, "colmat");
+ m_depthMatrixUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "colmat");
+ s_ColorCbufid = UINT_MAX;
+ s_DepthCbufid = UINT_MAX;
- s_ColorCopyPositionUniform = glGetUniformLocation(s_ColorCopyProgram.glprogid, "copy_position");
- s_ColorMatrixPositionUniform =
- glGetUniformLocation(s_ColorMatrixProgram.glprogid, "copy_position");
- s_DepthCopyPositionUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "copy_position");
+ m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
+ m_colorMatrixPositionUniform =
+ glGetUniformLocation(m_colorMatrixProgram.glprogid, "copy_position");
+ m_depthCopyPositionUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "copy_position");
std::string palette_shader =
R"GLSL(
@@ -654,43 +360,42 @@ bool TextureCache::CompileShaders()
void TextureCache::DeleteShaders()
{
- s_ColorMatrixProgram.Destroy();
- s_DepthMatrixProgram.Destroy();
+ m_colorMatrixProgram.Destroy();
+ m_depthMatrixProgram.Destroy();
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
for (auto& shader : s_palette_pixel_shader)
shader.Destroy();
}
-void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unconverted,
- void* palette, TlutFormat format)
+void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
+ TlutFormat format)
{
if (!g_ActiveConfig.backend_info.bSupportsPaletteConversion)
return;
g_renderer->ResetAPIState();
- TCacheEntry* entry = (TCacheEntry*)_entry;
- TCacheEntry* unconverted = (TCacheEntry*)_unconverted;
+ 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, unconverted->texture);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, source_texture->GetRawTexIdentifier());
g_sampler_cache->BindNearestSampler(9);
- FramebufferManager::SetFramebuffer(entry->framebuffer);
- glViewport(0, 0, entry->config.width, entry->config.height);
+ FramebufferManager::SetFramebuffer(destination_texture->GetFramebuffer());
+ glViewport(0, 0, destination->GetWidth(), destination->GetHeight());
s_palette_pixel_shader[format].Bind();
// C14 textures are currently unsupported
- int size = (unconverted->format & 0xf) == GX_TF_I4 ? 32 : 512;
+ int size = (source->format & 0xf) == GX_TF_I4 ? 32 : 512;
auto buffer = s_palette_stream_buffer->Map(size);
memcpy(buffer.first, palette, size);
s_palette_stream_buffer->Unmap(size);
glUniform1i(s_palette_buffer_offset_uniform[format], buffer.second / 2);
- glUniform1f(s_palette_multiplier_uniform[format],
- (unconverted->format & 0xf) == 0 ? 15.0f : 255.0f);
- glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f, (float)unconverted->config.width,
- (float)unconverted->config.height);
+ glUniform1f(s_palette_multiplier_uniform[format], (source->format & 0xf) == 0 ? 15.0f : 255.0f);
+ glUniform4f(s_palette_copy_position_uniform[format], 0.0f, 0.0f,
+ static_cast<float>(source->GetWidth()), static_cast<float>(source->GetHeight()));
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
@@ -775,7 +480,7 @@ bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TlutFormat pal
return true;
}
-void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, const u8* data,
+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)
@@ -846,16 +551,69 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, con
auto dispatch_groups =
TextureConversionShader::GetDispatchCount(info.base_info, aligned_width, aligned_height);
- glBindImageTexture(0, static_cast<TCacheEntry*>(entry)->texture, dst_level, GL_TRUE, 0,
- GL_WRITE_ONLY, GL_RGBA8);
+ 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);
- TextureCache::SetStage();
+ OGLTexture::SetStage();
#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,
+ unsigned int cbuf_id, const float* colmat)
+{
+ 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());
+
+ OpenGL_BindAttributelessVAO();
+
+ 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);
+
+ GLuint uniform_location;
+ if (is_depth_copy)
+ {
+ m_depthMatrixProgram.Bind();
+ if (s_DepthCbufid != cbuf_id)
+ glUniform4fv(m_depthMatrixUniform, 5, colmat);
+ s_DepthCbufid = cbuf_id;
+ uniform_location = m_depthCopyPositionUniform;
+ }
+ else
+ {
+ m_colorMatrixProgram.Bind();
+ if (s_ColorCbufid != cbuf_id)
+ glUniform4fv(m_colorMatrixUniform, 7, colmat);
+ s_ColorCbufid = cbuf_id;
+ uniform_location = m_colorMatrixPositionUniform;
+ }
+
+ TargetRectangle R = g_renderer->ConvertEFBRectangle(src_rect);
+ glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
+ static_cast<float>(R.right), static_cast<float>(R.bottom));
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ FramebufferManager::SetFramebuffer(0);
+ g_renderer->RestoreAPIState();
+}
}