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gl_state: Remove logic op tracker
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@ -1156,15 +1156,10 @@ void RasterizerOpenGL::SyncBlendState() {
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void RasterizerOpenGL::SyncLogicOpState() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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state.logic_op.enabled = regs.logic_op.enable != 0;
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if (!state.logic_op.enabled)
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return;
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ASSERT_MSG(regs.blend.enable[0] == 0,
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"Blending and logic op can't be enabled at the same time.");
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state.logic_op.operation = MaxwellToGL::LogicOp(regs.logic_op.operation);
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oglEnable(GL_COLOR_LOGIC_OP, regs.logic_op.enable);
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if (regs.logic_op.enable) {
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glLogicOp(MaxwellToGL::LogicOp(regs.logic_op.operation));
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}
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}
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void RasterizerOpenGL::SyncScissorTest(OpenGLState& current_state) {
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@ -332,14 +332,6 @@ void OpenGLState::ApplyBlending() {
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cur_state.independant_blend.enabled = independant_blend.enabled;
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}
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void OpenGLState::ApplyLogicOp() {
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Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled);
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if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) {
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glLogicOp(logic_op.operation);
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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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@ -400,7 +392,6 @@ void OpenGLState::Apply() {
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ApplyDepth();
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ApplyPrimitiveRestart();
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ApplyBlending();
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ApplyLogicOp();
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ApplyTextures();
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ApplySamplers();
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ApplyImages();
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@ -81,11 +81,6 @@ public:
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bool enabled = false;
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} independant_blend;
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struct {
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bool enabled = false; // GL_LOGIC_OP_MODE
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GLenum operation = GL_COPY;
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} logic_op;
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static constexpr std::size_t NumSamplers = 32 * 5;
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static constexpr std::size_t NumImages = 8 * 5;
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std::array<GLuint, NumSamplers> textures = {};
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@ -154,7 +149,6 @@ public:
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void ApplyTargetBlending(std::size_t target, bool force);
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void ApplyGlobalBlending();
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void ApplyBlending();
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void ApplyLogicOp();
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void ApplyTextures();
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void ApplySamplers();
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void ApplyImages();
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@ -574,6 +574,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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// TODO: Signal state tracker about these changes
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glEnable(GL_CULL_FACE);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glCullFace(GL_BACK);
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