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gl_state_tracker: Implement dirty flags for blending
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f7ec078592
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@ -458,6 +458,7 @@ void RasterizerOpenGL::Clear() {
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}
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}
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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.NotifyBlend0();
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// TODO(Rodrigo): Find out if these changes affect clearing
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// TODO(Rodrigo): Find out if these changes affect clearing
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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glDisablei(GL_BLEND, 0);
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glDisablei(GL_BLEND, 0);
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@ -1102,31 +1103,53 @@ void RasterizerOpenGL::SyncFragmentColorClampState() {
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}
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}
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void RasterizerOpenGL::SyncBlendState() {
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void RasterizerOpenGL::SyncBlendState() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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auto& flags = gpu.dirty.flags;
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const auto& regs = gpu.regs;
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glBlendColor(regs.blend_color.r, regs.blend_color.g, regs.blend_color.b, regs.blend_color.a);
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if (flags[Dirty::BlendColor]) {
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flags[Dirty::BlendColor] = false;
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glBlendColor(regs.blend_color.r, regs.blend_color.g, regs.blend_color.b,
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regs.blend_color.a);
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}
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// TODO(Rodrigo): Revisit blending, there are several registers we are not reading
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if (!flags[Dirty::BlendStates]) {
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return;
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}
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flags[Dirty::BlendStates] = false;
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if (!regs.independent_blend_enable) {
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if (!regs.independent_blend_enable) {
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const auto& src = regs.blend;
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if (!regs.blend.enable[0]) {
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oglEnable(GL_BLEND, src.enable[0]);
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glDisable(GL_BLEND);
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if (!src.enable[0]) {
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return;
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return;
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}
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}
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glBlendFuncSeparate(MaxwellToGL::BlendFunc(src.factor_source_rgb),
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glEnable(GL_BLEND);
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MaxwellToGL::BlendFunc(src.factor_dest_rgb),
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glBlendFuncSeparate(MaxwellToGL::BlendFunc(regs.blend.factor_source_rgb),
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MaxwellToGL::BlendFunc(src.factor_source_a),
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MaxwellToGL::BlendFunc(regs.blend.factor_dest_rgb),
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MaxwellToGL::BlendFunc(src.factor_dest_a));
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MaxwellToGL::BlendFunc(regs.blend.factor_source_a),
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glBlendEquationSeparate(MaxwellToGL::BlendEquation(src.equation_rgb),
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MaxwellToGL::BlendFunc(regs.blend.factor_dest_a));
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MaxwellToGL::BlendEquation(src.equation_a));
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glBlendEquationSeparate(MaxwellToGL::BlendEquation(regs.blend.equation_rgb),
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MaxwellToGL::BlendEquation(regs.blend.equation_a));
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return;
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return;
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}
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}
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const bool force = flags[Dirty::BlendIndependentEnabled];
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flags[Dirty::BlendIndependentEnabled] = false;
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for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
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for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
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oglEnablei(GL_BLEND, regs.blend.enable[i], static_cast<GLuint>(i));
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if (!force && !flags[Dirty::BlendState0 + i]) {
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if (!regs.blend.enable[i]) {
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continue;
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continue;
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}
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}
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flags[Dirty::BlendState0 + i] = false;
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if (!regs.blend.enable[i]) {
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glDisablei(GL_BLEND, static_cast<GLuint>(i));
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continue;
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}
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glEnablei(GL_BLEND, static_cast<GLuint>(i));
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const auto& src = regs.independent_blend[i];
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const auto& src = regs.independent_blend[i];
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glBlendFuncSeparatei(static_cast<GLuint>(i), MaxwellToGL::BlendFunc(src.factor_source_rgb),
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glBlendFuncSeparatei(static_cast<GLuint>(i), MaxwellToGL::BlendFunc(src.factor_source_rgb),
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MaxwellToGL::BlendFunc(src.factor_dest_rgb),
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MaxwellToGL::BlendFunc(src.factor_dest_rgb),
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@ -129,6 +129,21 @@ 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 SetupDirtyBlend(Tables& tables) {
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FillBlock(tables[0], OFF(blend_color), NUM(blend_color), BlendColor);
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tables[0][OFF(independent_blend_enable)] = BlendIndependentEnabled;
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for (std::size_t i = 0; i < Regs::NumRenderTargets; ++i) {
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const std::size_t offset = OFF(independent_blend) + i * NUM(independent_blend[0]);
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FillBlock(tables[0], offset, NUM(independent_blend[0]), BlendState0 + i);
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tables[0][OFF(blend.enable) + i] = static_cast<u8>(BlendState0 + i);
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}
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FillBlock(tables[1], OFF(independent_blend), NUM(independent_blend), BlendStates);
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FillBlock(tables[1], OFF(blend), NUM(blend), BlendStates);
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}
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void SetupDirtyMisc(Tables& tables) {
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void SetupDirtyMisc(Tables& tables) {
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tables[0][OFF(clip_distance_enabled)] = ClipDistances;
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tables[0][OFF(clip_distance_enabled)] = ClipDistances;
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}
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}
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@ -147,6 +162,7 @@ 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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SetupDirtyBlend(tables);
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SetupDirtyMisc(tables);
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SetupDirtyMisc(tables);
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auto& store = dirty.on_write_stores;
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auto& store = dirty.on_write_stores;
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@ -47,8 +47,15 @@ enum : u8 {
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ColorMask0,
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ColorMask0,
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ColorMask7 = ColorMask0 + 7,
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ColorMask7 = ColorMask0 + 7,
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BlendColor,
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BlendIndependentEnabled,
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BlendStates,
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BlendState0,
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BlendState7 = BlendState0 + 7,
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Shaders,
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Shaders,
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ClipDistances,
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ClipDistances,
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CullTestEnable,
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CullTestEnable,
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FrontFace,
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FrontFace,
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CullFace,
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CullFace,
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@ -56,7 +63,6 @@ enum : u8 {
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DepthTest,
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DepthTest,
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StencilTest,
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StencilTest,
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ColorMask,
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ColorMask,
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BlendState,
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PolygonOffset,
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PolygonOffset,
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Last
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Last
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@ -103,6 +109,12 @@ public:
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flags[OpenGL::Dirty::ColorMask0] = true;
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flags[OpenGL::Dirty::ColorMask0] = true;
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}
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}
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void NotifyBlend0() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::BlendStates] = true;
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flags[OpenGL::Dirty::BlendState0] = true;
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}
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void NotifyFramebuffer() {
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void NotifyFramebuffer() {
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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[VideoCommon::Dirty::RenderTargets] = true;
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flags[VideoCommon::Dirty::RenderTargets] = true;
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@ -520,6 +520,7 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
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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.NotifyScissor0();
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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.NotifyFramebuffer();
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if (dst_params.srgb_conversion) {
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if (dst_params.srgb_conversion) {
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@ -580,6 +580,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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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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state_tracker.NotifyBlend0();
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state_tracker.NotifyFramebuffer();
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state_tracker.NotifyFramebuffer();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseVertexShader(vertex_program.handle);
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