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gl_state_tracker: Implement dirty flags for rasterize enable
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d8f5c45051
@ -1090,8 +1090,14 @@ void RasterizerOpenGL::SyncStencilTestState() {
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}
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void RasterizerOpenGL::SyncRasterizeEnable() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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oglEnable(GL_RASTERIZER_DISCARD, regs.rasterize_enable == 0);
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auto& gpu = system.GPU().Maxwell3D();
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::RasterizeEnable]) {
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return;
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}
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flags[Dirty::RasterizeEnable] = false;
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oglEnable(GL_RASTERIZER_DISCARD, gpu.regs.rasterize_enable == 0);
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}
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void RasterizerOpenGL::SyncColorMask() {
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@ -189,6 +189,10 @@ void SetupDirtyMultisampleControl(Tables& tables) {
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FillBlock(tables[0], OFF(multisample_control), NUM(multisample_control), MultisampleControl);
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}
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void SetupDirtyRasterizeEnable(Tables& tables) {
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tables[0][OFF(rasterize_enable)] = RasterizeEnable;
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}
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void SetupDirtyMisc(Tables& tables) {
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auto& table = tables[0];
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@ -221,6 +225,7 @@ void StateTracker::Initialize() {
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SetupDirtyPrimitiveRestart(tables);
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SetupDirtyPolygonOffset(tables);
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SetupDirtyMultisampleControl(tables);
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SetupDirtyRasterizeEnable(tables);
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SetupDirtyMisc(tables);
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auto& store = dirty.on_write_stores;
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@ -66,6 +66,7 @@ enum : u8 {
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PrimitiveRestart,
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PolygonOffset,
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MultisampleControl,
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RasterizeEnable,
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Last
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};
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@ -147,6 +148,11 @@ public:
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flags[OpenGL::Dirty::PolygonOffset] = true;
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}
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void NotifyRasterizeEnable() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::RasterizeEnable] = true;
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}
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private:
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Core::System& system;
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};
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@ -522,6 +522,7 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
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state_tracker.NotifyScissor0();
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state_tracker.NotifyBlend0();
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state_tracker.NotifyFramebuffer();
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state_tracker.NotifyRasterizeEnable();
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if (dst_params.srgb_conversion) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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@ -587,6 +587,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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state_tracker.NotifyDepthTest();
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state_tracker.NotifyStencilTest();
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state_tracker.NotifyPolygonOffset();
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state_tracker.NotifyRasterizeEnable();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseGeometryShader(0);
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