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OpenGL: Remove redundant texture.enable_2d field from OpenGLState
All uses of this field where it's false can just set the texture id to 0 instead.
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@ -99,7 +99,6 @@ void RasterizerOpenGL::InitObjects() {
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fb_color_texture.texture.Create();
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ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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state.Apply();
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@ -115,7 +114,6 @@ void RasterizerOpenGL::InitObjects() {
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fb_depth_texture.texture.Create();
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ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
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state.Apply();
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@ -493,7 +491,6 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
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break;
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}
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = texture.texture.handle;
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state.Apply();
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@ -537,7 +534,6 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
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break;
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}
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = texture.texture.handle;
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state.Apply();
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@ -766,10 +762,9 @@ void RasterizerOpenGL::SyncDrawState() {
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const auto& texture = pica_textures[texture_index];
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if (texture.enabled) {
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state.texture_units[texture_index].enabled_2d = true;
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res_cache.LoadAndBindTexture(state, texture_index, texture);
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} else {
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state.texture_units[texture_index].enabled_2d = false;
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state.texture_units[texture_index].texture_2d = 0;
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}
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}
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@ -804,7 +799,6 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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}
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}
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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state.Apply();
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@ -862,7 +856,6 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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}
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}
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
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state.Apply();
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@ -887,7 +880,6 @@ void RasterizerOpenGL::CommitColorBuffer() {
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std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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state.Apply();
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@ -927,7 +919,6 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
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state.Apply();
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@ -40,7 +40,6 @@ OpenGLState::OpenGLState() {
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logic_op = GL_COPY;
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for (auto& texture_unit : texture_units) {
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texture_unit.enabled_2d = false;
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texture_unit.texture_2d = 0;
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}
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@ -147,16 +146,9 @@ void OpenGLState::Apply() {
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// Textures
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for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
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if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d ||
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texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
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if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + texture_index);
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if (texture_units[texture_index].enabled_2d) {
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glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
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} else {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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}
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@ -53,7 +53,6 @@ public:
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// 3 texture units - one for each that is used in PICA fragment shader emulation
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struct {
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bool enabled_2d; // GL_TEXTURE_2D
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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} texture_units[3];
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@ -163,7 +163,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
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// only allows rows to have a memory alignement of 4.
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ASSERT(pixel_stride % 4 == 0);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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@ -191,7 +190,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
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*/
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
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const TextureInfo& texture) {
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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@ -239,7 +237,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Allocation of storage is deferred until the first frame, when we
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// know the framebuffer size.
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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@ -305,7 +302,6 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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UNIMPLEMENTED();
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}
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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@ -325,7 +321,6 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
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ScreenRectVertex(x+w, y+h, 0.f, 1.f),
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};
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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