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gl_state: Remove clip control tracking
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1eee891f6e
commit
07a954e67f
@ -467,6 +467,9 @@ void RasterizerOpenGL::Clear() {
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SyncScissorTest();
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SyncScissorTest();
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}
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}
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// TODO: Signal state tracker about these changes
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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UNIMPLEMENTED_IF(regs.clear_flags.viewport);
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UNIMPLEMENTED_IF(regs.clear_flags.viewport);
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clear_state.Apply();
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clear_state.Apply();
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@ -950,11 +953,9 @@ void RasterizerOpenGL::SyncViewport() {
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if (regs.screen_y_control.y_negate != 0) {
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if (regs.screen_y_control.y_negate != 0) {
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flip_y = !flip_y;
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flip_y = !flip_y;
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}
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}
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state.clip_control.origin = flip_y ? GL_UPPER_LEFT : GL_LOWER_LEFT;
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glClipControl(flip_y ? GL_UPPER_LEFT : GL_LOWER_LEFT,
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state.clip_control.depth_mode =
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regs.depth_mode == Maxwell::DepthMode::ZeroToOne ? GL_ZERO_TO_ONE
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regs.depth_mode == Tegra::Engines::Maxwell3D::Regs::DepthMode::ZeroToOne
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: GL_NEGATIVE_ONE_TO_ONE);
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? GL_ZERO_TO_ONE
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: GL_NEGATIVE_ONE_TO_ONE;
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}
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}
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void RasterizerOpenGL::SyncDepthClamp() {
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void RasterizerOpenGL::SyncDepthClamp() {
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@ -195,13 +195,6 @@ void OpenGLState::ApplyBlending() {
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cur_state.independant_blend.enabled = independant_blend.enabled;
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cur_state.independant_blend.enabled = independant_blend.enabled;
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}
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}
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void OpenGLState::ApplyClipControl() {
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if (UpdateTie(std::tie(cur_state.clip_control.origin, cur_state.clip_control.depth_mode),
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std::tie(clip_control.origin, clip_control.depth_mode))) {
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glClipControl(clip_control.origin, clip_control.depth_mode);
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}
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}
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void OpenGLState::ApplyRenderBuffer() {
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void OpenGLState::ApplyRenderBuffer() {
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if (cur_state.renderbuffer != renderbuffer) {
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if (cur_state.renderbuffer != renderbuffer) {
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cur_state.renderbuffer = renderbuffer;
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cur_state.renderbuffer = renderbuffer;
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@ -247,7 +240,6 @@ void OpenGLState::Apply() {
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ApplyTextures();
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ApplyTextures();
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ApplySamplers();
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ApplySamplers();
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ApplyImages();
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ApplyImages();
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ApplyClipControl();
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ApplyRenderBuffer();
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ApplyRenderBuffer();
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}
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}
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@ -54,11 +54,6 @@ public:
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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} draw;
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struct {
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GLenum origin = GL_LOWER_LEFT;
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GLenum depth_mode = GL_NEGATIVE_ONE_TO_ONE;
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} clip_control;
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GLuint renderbuffer{}; // GL_RENDERBUFFER_BINDING
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GLuint renderbuffer{}; // GL_RENDERBUFFER_BINDING
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OpenGLState();
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OpenGLState();
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@ -81,7 +76,6 @@ public:
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void ApplyTextures();
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void ApplyTextures();
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void ApplySamplers();
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void ApplySamplers();
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void ApplyImages();
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void ApplyImages();
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void ApplyClipControl();
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void ApplyRenderBuffer();
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void ApplyRenderBuffer();
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/// Resets any references to the given resource
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/// Resets any references to the given resource
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@ -539,6 +539,7 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
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// TODO(Rodrigo): Find out if rasterizer discard affects blits
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// TODO(Rodrigo): Find out if rasterizer discard affects blits
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glDisable(GL_RASTERIZER_DISCARD);
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glDisable(GL_RASTERIZER_DISCARD);
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glDisablei(GL_SCISSOR_TEST, 0);
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glDisablei(GL_SCISSOR_TEST, 0);
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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u32 buffers{};
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u32 buffers{};
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@ -585,6 +585,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glFrontFace(GL_CW);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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glViewport(0, 0, layout.width, layout.height);
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glViewport(0, 0, layout.width, layout.height);
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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