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gl_state: Remove cull mode tracking
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925521da5f
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@ -1020,10 +1020,8 @@ void RasterizerOpenGL::SyncClipCoef() {
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void RasterizerOpenGL::SyncCullMode() {
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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state.cull.enabled = regs.cull.enabled != 0;
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oglEnable(GL_CULL_FACE, regs.cull.enabled);
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if (state.cull.enabled) {
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glCullFace(MaxwellToGL::CullFace(regs.cull.cull_face));
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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}
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glFrontFace(MaxwellToGL::FrontFace(regs.cull.front_face));
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glFrontFace(MaxwellToGL::FrontFace(regs.cull.front_face));
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}
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}
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@ -164,14 +164,6 @@ void OpenGLState::ApplySRgb() {
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}
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}
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}
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}
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void OpenGLState::ApplyCulling() {
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Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled);
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if (UpdateValue(cur_state.cull.mode, cull.mode)) {
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glCullFace(cull.mode);
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}
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}
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void OpenGLState::ApplyRasterizerDiscard() {
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void OpenGLState::ApplyRasterizerDiscard() {
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Enable(GL_RASTERIZER_DISCARD, cur_state.rasterizer_discard, rasterizer_discard);
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Enable(GL_RASTERIZER_DISCARD, cur_state.rasterizer_discard, rasterizer_discard);
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}
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}
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@ -441,7 +433,6 @@ void OpenGLState::Apply() {
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ApplyViewport();
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ApplyViewport();
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ApplyStencilTest();
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ApplyStencilTest();
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ApplySRgb();
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ApplySRgb();
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ApplyCulling();
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ApplyDepth();
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ApplyDepth();
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ApplyPrimitiveRestart();
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ApplyPrimitiveRestart();
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ApplyBlending();
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ApplyBlending();
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@ -31,11 +31,6 @@ public:
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bool near_plane = false;
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bool near_plane = false;
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} depth_clamp; // GL_DEPTH_CLAMP
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} depth_clamp; // GL_DEPTH_CLAMP
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struct {
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bool enabled = false; // GL_CULL_FACE
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GLenum mode = GL_BACK; // GL_CULL_FACE_MODE
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} cull;
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struct {
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struct {
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bool test_enabled = false; // GL_DEPTH_TEST
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bool test_enabled = false; // GL_DEPTH_TEST
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GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK
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GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK
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@ -172,7 +167,6 @@ public:
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void ApplyFragmentColorClamp();
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void ApplyFragmentColorClamp();
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void ApplyMultisample();
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void ApplyMultisample();
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void ApplySRgb();
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void ApplySRgb();
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void ApplyCulling();
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void ApplyRasterizerDiscard();
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void ApplyRasterizerDiscard();
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void ApplyColorMask();
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void ApplyColorMask();
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void ApplyDepth();
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void ApplyDepth();
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@ -573,6 +573,8 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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state.Apply();
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state.Apply();
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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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glEnable(GL_CULL_FACE);
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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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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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