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https://github.com/yuzu-emu/yuzu.git
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Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
This commit is contained in:
commit
b30b1f741d
7 changed files with 99 additions and 2 deletions
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@ -524,6 +524,12 @@ public:
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FractionalEven = 2,
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FractionalEven = 2,
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};
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};
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enum class PolygonMode : u32 {
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Point = 0x1b00,
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Line = 0x1b01,
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Fill = 0x1b02,
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};
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struct RenderTargetConfig {
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struct RenderTargetConfig {
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u32 address_high;
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u32 address_high;
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u32 address_low;
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u32 address_low;
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@ -705,7 +711,12 @@ public:
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s32 clear_stencil;
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s32 clear_stencil;
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INSERT_UNION_PADDING_WORDS(0x7);
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INSERT_UNION_PADDING_WORDS(0x2);
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PolygonMode polygon_mode_front;
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PolygonMode polygon_mode_back;
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INSERT_UNION_PADDING_WORDS(0x3);
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u32 polygon_offset_point_enable;
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u32 polygon_offset_point_enable;
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u32 polygon_offset_line_enable;
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u32 polygon_offset_line_enable;
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@ -764,7 +775,11 @@ public:
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BitField<12, 4, u32> viewport;
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BitField<12, 4, u32> viewport;
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} clear_flags;
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} clear_flags;
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INSERT_UNION_PADDING_WORDS(0x19);
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INSERT_UNION_PADDING_WORDS(0x10);
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u32 fill_rectangle;
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INSERT_UNION_PADDING_WORDS(0x8);
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std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format;
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std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format;
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@ -1422,6 +1437,8 @@ ASSERT_REG_POSITION(depth_mode, 0x35F);
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ASSERT_REG_POSITION(clear_color[0], 0x360);
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ASSERT_REG_POSITION(clear_color[0], 0x360);
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ASSERT_REG_POSITION(clear_depth, 0x364);
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ASSERT_REG_POSITION(clear_depth, 0x364);
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ASSERT_REG_POSITION(clear_stencil, 0x368);
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ASSERT_REG_POSITION(clear_stencil, 0x368);
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ASSERT_REG_POSITION(polygon_mode_front, 0x36B);
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ASSERT_REG_POSITION(polygon_mode_back, 0x36C);
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ASSERT_REG_POSITION(polygon_offset_point_enable, 0x370);
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ASSERT_REG_POSITION(polygon_offset_point_enable, 0x370);
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ASSERT_REG_POSITION(polygon_offset_line_enable, 0x371);
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ASSERT_REG_POSITION(polygon_offset_line_enable, 0x371);
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ASSERT_REG_POSITION(polygon_offset_fill_enable, 0x372);
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ASSERT_REG_POSITION(polygon_offset_fill_enable, 0x372);
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@ -1435,6 +1452,7 @@ ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
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ASSERT_REG_POSITION(depth_bounds, 0x3E7);
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ASSERT_REG_POSITION(depth_bounds, 0x3E7);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(clear_flags, 0x43E);
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ASSERT_REG_POSITION(clear_flags, 0x43E);
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ASSERT_REG_POSITION(fill_rectangle, 0x44F);
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ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
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ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
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ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(zeta_width, 0x48a);
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ASSERT_REG_POSITION(zeta_width, 0x48a);
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@ -487,6 +487,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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SyncViewport();
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SyncViewport();
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SyncRasterizeEnable();
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SyncRasterizeEnable();
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SyncPolygonModes();
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SyncColorMask();
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SyncColorMask();
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SyncFragmentColorClampState();
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SyncFragmentColorClampState();
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SyncMultiSampleState();
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SyncMultiSampleState();
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@ -1096,6 +1097,45 @@ void RasterizerOpenGL::SyncRasterizeEnable() {
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oglEnable(GL_RASTERIZER_DISCARD, gpu.regs.rasterize_enable == 0);
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oglEnable(GL_RASTERIZER_DISCARD, gpu.regs.rasterize_enable == 0);
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}
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}
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void RasterizerOpenGL::SyncPolygonModes() {
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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::PolygonModes]) {
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return;
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}
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flags[Dirty::PolygonModes] = false;
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if (gpu.regs.fill_rectangle) {
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if (!GLAD_GL_NV_fill_rectangle) {
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LOG_ERROR(Render_OpenGL, "GL_NV_fill_rectangle used and not supported");
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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return;
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}
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flags[Dirty::PolygonModeFront] = true;
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flags[Dirty::PolygonModeBack] = true;
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL_RECTANGLE_NV);
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return;
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}
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if (gpu.regs.polygon_mode_front == gpu.regs.polygon_mode_back) {
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flags[Dirty::PolygonModeFront] = false;
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flags[Dirty::PolygonModeBack] = false;
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glPolygonMode(GL_FRONT_AND_BACK, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_front));
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return;
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}
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if (flags[Dirty::PolygonModeFront]) {
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flags[Dirty::PolygonModeFront] = false;
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glPolygonMode(GL_FRONT, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_front));
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}
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if (flags[Dirty::PolygonModeBack]) {
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flags[Dirty::PolygonModeBack] = false;
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glPolygonMode(GL_BACK, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_back));
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}
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}
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void RasterizerOpenGL::SyncColorMask() {
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void RasterizerOpenGL::SyncColorMask() {
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auto& gpu = system.GPU().Maxwell3D();
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auto& gpu = system.GPU().Maxwell3D();
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auto& flags = gpu.dirty.flags;
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auto& flags = gpu.dirty.flags;
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@ -178,6 +178,9 @@ private:
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/// Syncs the rasterizer enable state to match the guest state
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/// Syncs the rasterizer enable state to match the guest state
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void SyncRasterizeEnable();
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void SyncRasterizeEnable();
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/// Syncs polygon modes to match the guest state
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void SyncPolygonModes();
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/// Syncs Color Mask
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/// Syncs Color Mask
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void SyncColorMask();
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void SyncColorMask();
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@ -94,6 +94,15 @@ void SetupDirtyShaders(Tables& tables) {
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Shaders);
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Shaders);
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}
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}
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void SetupDirtyPolygonModes(Tables& tables) {
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tables[0][OFF(polygon_mode_front)] = PolygonModeFront;
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tables[0][OFF(polygon_mode_back)] = PolygonModeBack;
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tables[1][OFF(polygon_mode_front)] = PolygonModes;
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tables[1][OFF(polygon_mode_back)] = PolygonModes;
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tables[0][OFF(fill_rectangle)] = PolygonModes;
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}
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void SetupDirtyDepthTest(Tables& tables) {
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void SetupDirtyDepthTest(Tables& tables) {
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auto& table = tables[0];
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auto& table = tables[0];
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table[OFF(depth_test_enable)] = DepthTest;
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table[OFF(depth_test_enable)] = DepthTest;
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@ -211,6 +220,7 @@ void StateTracker::Initialize() {
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SetupDirtyVertexArrays(tables);
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SetupDirtyVertexArrays(tables);
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SetupDirtyVertexFormat(tables);
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SetupDirtyVertexFormat(tables);
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SetupDirtyShaders(tables);
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SetupDirtyShaders(tables);
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SetupDirtyPolygonModes(tables);
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SetupDirtyDepthTest(tables);
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SetupDirtyDepthTest(tables);
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SetupDirtyStencilTest(tables);
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SetupDirtyStencilTest(tables);
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SetupDirtyAlphaTest(tables);
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SetupDirtyAlphaTest(tables);
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@ -59,6 +59,10 @@ enum : u8 {
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Shaders,
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Shaders,
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ClipDistances,
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ClipDistances,
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PolygonModes,
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PolygonModeFront,
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PolygonModeBack,
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ColorMask,
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ColorMask,
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FrontFace,
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FrontFace,
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CullTest,
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CullTest,
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@ -111,6 +115,13 @@ public:
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flags[OpenGL::Dirty::VertexInstance0 + 1] = true;
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flags[OpenGL::Dirty::VertexInstance0 + 1] = true;
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}
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}
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void NotifyPolygonModes() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::PolygonModes] = true;
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flags[OpenGL::Dirty::PolygonModeFront] = true;
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flags[OpenGL::Dirty::PolygonModeBack] = true;
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}
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void NotifyViewport0() {
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void NotifyViewport0() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::Viewports] = true;
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flags[OpenGL::Dirty::Viewports] = true;
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@ -488,5 +488,18 @@ inline GLenum LogicOp(Maxwell::LogicOperation operation) {
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return GL_COPY;
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return GL_COPY;
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}
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}
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inline GLenum PolygonMode(Maxwell::PolygonMode polygon_mode) {
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switch (polygon_mode) {
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case Maxwell::PolygonMode::Point:
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return GL_POINT;
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case Maxwell::PolygonMode::Line:
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return GL_LINE;
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case Maxwell::PolygonMode::Fill:
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return GL_FILL;
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}
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UNREACHABLE_MSG("Invalid polygon mode={}", static_cast<int>(polygon_mode));
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return GL_FILL;
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}
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} // namespace MaxwellToGL
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} // namespace MaxwellToGL
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} // namespace OpenGL
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} // namespace OpenGL
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@ -576,6 +576,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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// TODO: Signal state tracker about these changes
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// TODO: Signal state tracker about these changes
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state_tracker.NotifyScreenDrawVertexArray();
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state_tracker.NotifyScreenDrawVertexArray();
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state_tracker.NotifyPolygonModes();
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state_tracker.NotifyViewport0();
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state_tracker.NotifyViewport0();
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state_tracker.NotifyScissor0();
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state_tracker.NotifyScissor0();
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state_tracker.NotifyColorMask0();
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state_tracker.NotifyColorMask0();
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@ -611,6 +612,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_ALPHA_TEST);
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glDisablei(GL_BLEND, 0);
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glDisablei(GL_BLEND, 0);
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glDisablei(GL_SCISSOR_TEST, 0);
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glDisablei(GL_SCISSOR_TEST, 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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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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