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renderer_opengl: Remove reference to global system instance
We already store a reference to the system instance that the renderer is created with, so we don't need to refer to the system instance via Core::System::GetInstance()
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@ -107,7 +107,7 @@ RendererOpenGL::~RendererOpenGL() = default;
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void RendererOpenGL::SwapBuffers(
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void RendererOpenGL::SwapBuffers(
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
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std::optional<std::reference_wrapper<const Tegra::FramebufferConfig>> framebuffer) {
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Core::System::GetInstance().GetPerfStats().EndSystemFrame();
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system.GetPerfStats().EndSystemFrame();
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// Maintain the rasterizer's state as a priority
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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@ -137,8 +137,8 @@ void RendererOpenGL::SwapBuffers(
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render_window.PollEvents();
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render_window.PollEvents();
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Core::System::GetInstance().FrameLimiter().DoFrameLimiting(Core::Timing::GetGlobalTimeUs());
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system.FrameLimiter().DoFrameLimiting(Core::Timing::GetGlobalTimeUs());
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Core::System::GetInstance().GetPerfStats().BeginSystemFrame();
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system.GetPerfStats().BeginSystemFrame();
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// Restore the rasterizer state
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// Restore the rasterizer state
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prev_state.Apply();
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prev_state.Apply();
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