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gl_state_tracker: Implement dirty flags for front face and culling
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@ -995,12 +995,25 @@ void RasterizerOpenGL::SyncClipCoef() {
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}
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& gpu = system.GPU().Maxwell3D();
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auto& flags = gpu.dirty.flags;
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const auto& regs = gpu.regs;
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oglEnable(GL_CULL_FACE, regs.cull_test_enabled);
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glCullFace(MaxwellToGL::CullFace(regs.cull_face));
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if (flags[Dirty::CullTest]) {
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flags[Dirty::CullTest] = false;
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glFrontFace(MaxwellToGL::FrontFace(regs.front_face));
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if (regs.cull_test_enabled) {
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glEnable(GL_CULL_FACE);
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glCullFace(MaxwellToGL::CullFace(regs.cull_face));
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} else {
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glDisable(GL_CULL_FACE);
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}
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}
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if (flags[Dirty::FrontFace]) {
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flags[Dirty::FrontFace] = false;
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glFrontFace(MaxwellToGL::FrontFace(regs.front_face));
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}
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}
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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@ -145,7 +145,14 @@ void SetupDirtyBlend(Tables& tables) {
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}
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void SetupDirtyMisc(Tables& tables) {
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tables[0][OFF(clip_distance_enabled)] = ClipDistances;
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auto& table = tables[0];
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table[OFF(clip_distance_enabled)] = ClipDistances;
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table[OFF(front_face)] = FrontFace;
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table[OFF(cull_test_enabled)] = CullTest;
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table[OFF(cull_face)] = CullTest;
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}
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} // Anonymous namespace
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@ -56,9 +56,8 @@ enum : u8 {
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Shaders,
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ClipDistances,
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CullTestEnable,
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FrontFace,
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CullFace,
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CullTest,
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PrimitiveRestart,
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DepthTest,
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StencilTest,
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@ -120,6 +119,16 @@ public:
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flags[VideoCommon::Dirty::RenderTargets] = true;
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}
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void NotifyFrontFace() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::FrontFace] = true;
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}
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void NotifyCullTest() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::CullTest] = 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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@ -582,6 +582,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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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.NotifyFrontFace();
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state_tracker.NotifyCullTest();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseGeometryShader(0);
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