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	gpu: Rename Get3DEngine() to Maxwell3D()
This makes it match its const qualified equivalent.
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			@ -20,7 +20,11 @@ GPU::GPU() {
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GPU::~GPU() = default;
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const Tegra::Engines::Maxwell3D& GPU::Get3DEngine() const {
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const Engines::Maxwell3D& GPU::Maxwell3D() const {
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    return *maxwell_3d;
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}
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Engines::Maxwell3D& GPU::Maxwell3D() {
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    return *maxwell_3d;
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}
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			@ -93,15 +93,14 @@ public:
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    /// Processes a command list stored at the specified address in GPU memory.
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    void ProcessCommandList(GPUVAddr address, u32 size);
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    /// Returns a const reference to the Maxwell3D GPU engine.
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    const Engines::Maxwell3D& Maxwell3D() const;
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    /// Returns a reference to the Maxwell3D GPU engine.
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    const Engines::Maxwell3D& Get3DEngine() const;
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    Engines::Maxwell3D& Maxwell3D();
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    std::unique_ptr<MemoryManager> memory_manager;
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    Engines::Maxwell3D& Maxwell3D() {
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        return *maxwell_3d;
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    }
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private:
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    /// Writes a single register in the engine bound to the specified subchannel
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    void WriteReg(u32 method, u32 subchannel, u32 value, u32 remaining_params);
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			@ -634,8 +634,8 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
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                                        u32 current_bindpoint,
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                                        const std::vector<GLShader::ConstBufferEntry>& entries) {
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    auto& gpu = Core::System::GetInstance().GPU();
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    auto& maxwell3d = gpu.Get3DEngine();
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    const auto& gpu = Core::System::GetInstance().GPU();
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    const auto& maxwell3d = gpu.Maxwell3D();
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    // Reset all buffer draw state for this stage.
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    for (auto& buffer : state.draw.const_buffers[static_cast<size_t>(stage)]) {
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			@ -644,7 +644,7 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint progr
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    }
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    // Upload only the enabled buffers from the 16 constbuffers of each shader stage
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    auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
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    const auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
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    for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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        const auto& used_buffer = entries[bindpoint];
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			@ -700,8 +700,8 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint progr
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u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
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                                    const std::vector<GLShader::SamplerEntry>& entries) {
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    auto& gpu = Core::System::GetInstance().GPU();
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    auto& maxwell3d = gpu.Get3DEngine();
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    const auto& gpu = Core::System::GetInstance().GPU();
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    const auto& maxwell3d = gpu.Maxwell3D();
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    ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
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               "Exceeded the number of active textures.");
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			@ -336,8 +336,8 @@ void GraphicsSurfaceWidget::OnUpdate() {
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        // TODO: Store a reference to the registers in the debug context instead of accessing them
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        // directly...
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        auto& registers = gpu.Get3DEngine().regs;
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        auto& rt = registers.rt[static_cast<size_t>(surface_source) -
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        const auto& registers = gpu.Maxwell3D().regs;
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        const auto& rt = registers.rt[static_cast<size_t>(surface_source) -
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                                      static_cast<size_t>(Source::RenderTarget0)];
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        surface_address = rt.Address();
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