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								// Copyright 2008 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include "VideoBackends/OGL/GLExtensions/GLExtensions.h"
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								#include "VideoCommon/CPMemory.h"
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								#include "VideoCommon/NativeVertexFormat.h"
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								#include "VideoCommon/VertexManagerBase.h"
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								namespace OGL
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								{
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									class GLVertexFormat : public NativeVertexFormat
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									{
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									public:
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										GLVertexFormat();
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										~GLVertexFormat();
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										void Initialize(const PortableVertexDeclaration &_vtx_decl) override;
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										void SetupVertexPointers() override;
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										GLuint VAO;
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									};
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								// Handles the OpenGL details of drawing lots of vertices quickly.
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								// Other functionality is moving out.
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								class VertexManager : public ::VertexManager
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								{
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								public:
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									VertexManager();
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									~VertexManager();
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									NativeVertexFormat* CreateNativeVertexFormat() override;
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									void CreateDeviceObjects() override;
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									void DestroyDeviceObjects() override;
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									// NativeVertexFormat use this
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									GLuint m_vertex_buffers;
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									GLuint m_index_buffers;
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									GLuint m_last_vao;
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								protected:
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									void ResetBuffer(u32 stride) override;
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								private:
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									void Draw(u32 stride);
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									void vFlush(bool useDstAlpha) override;
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									void PrepareDrawBuffers(u32 stride);
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									// Alternative buffers in CPU memory for primatives we are going to discard.
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									std::vector<u8> m_cpu_v_buffer;
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									std::vector<u16> m_cpu_i_buffer;
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								};
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								}
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