Fixing clears.
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@@ -50,6 +50,7 @@ struct UniformDataBlock {
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};
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};
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float4 pretransform;
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float4 window_offset; // tx,ty,rt_w,rt_h
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float4 window_scissor; // x0,y0,x1,y1
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float4 viewport_offset; // tx,ty,tz,?
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@@ -152,6 +153,9 @@ class CommandProcessor {
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GLuint fragment_program;
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struct {
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GLuint default_pipeline;
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GLuint point_list_pipeline;
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GLuint rect_list_pipeline;
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GLuint quad_list_pipeline;
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// TODO(benvanik): others with geometry shaders.
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} handles;
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};
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@@ -159,6 +163,7 @@ class CommandProcessor {
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void WorkerMain();
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bool SetupGL();
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void ShutdownGL();
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GLuint CreateGeometryProgram(const std::string& source);
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void WriteRegister(uint32_t packet_ptr, uint32_t index, uint32_t value);
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void MakeCoherent();
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@@ -280,7 +285,7 @@ class CommandProcessor {
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std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
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GL4Shader* active_vertex_shader_;
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GL4Shader* active_pixel_shader_;
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CachedPipeline* active_pipeline_;
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CachedFramebuffer* active_framebuffer_;
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std::vector<CachedFramebuffer> cached_framebuffers_;
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@@ -288,6 +293,10 @@ class CommandProcessor {
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std::vector<CachedDepthRenderTarget> cached_depth_render_targets_;
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std::vector<std::unique_ptr<CachedPipeline>> all_pipelines_;
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std::unordered_map<uint64_t, CachedPipeline*> cached_pipelines_;
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GLuint vertex_array_;
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GLuint point_list_geometry_program_;
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GLuint rect_list_geometry_program_;
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GLuint quad_list_geometry_program_;
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TextureCache texture_cache_;
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CircularBuffer scratch_buffer_;
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