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gl_state_tracker: Implement depth dirty flags
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b910a83a47
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40a2c57df5
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@ -1024,13 +1024,23 @@ void RasterizerOpenGL::SyncPrimitiveRestart() {
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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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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glDepthMask(regs.depth_write_enabled ? GL_TRUE : GL_FALSE);
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const auto& regs = gpu.regs;
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if (flags[Dirty::DepthMask]) {
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flags[Dirty::DepthMask] = false;
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glDepthMask(regs.depth_write_enabled ? GL_TRUE : GL_FALSE);
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}
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oglEnable(GL_DEPTH_TEST, regs.depth_test_enable);
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if (regs.depth_test_enable) {
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glDepthFunc(MaxwellToGL::ComparisonOp(regs.depth_test_func));
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if (flags[Dirty::DepthTest]) {
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flags[Dirty::DepthTest] = false;
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if (regs.depth_test_enable) {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(MaxwellToGL::ComparisonOp(regs.depth_test_func));
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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}
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}
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@ -129,6 +129,13 @@ void SetupDirtyShaders(Tables& tables) {
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Shaders);
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}
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void SetupDirtyDepthTest(Tables& tables) {
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auto& table = tables[0];
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table[OFF(depth_test_enable)] = DepthTest;
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table[OFF(depth_write_enabled)] = DepthMask;
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table[OFF(depth_test_func)] = DepthTest;
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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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@ -169,6 +176,7 @@ void StateTracker::Initialize() {
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SetupDirtyVertexArrays(tables);
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SetupDirtyVertexFormat(tables);
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SetupDirtyShaders(tables);
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SetupDirtyDepthTest(tables);
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SetupDirtyBlend(tables);
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SetupDirtyMisc(tables);
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@ -58,8 +58,9 @@ enum : u8 {
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FrontFace,
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CullTest,
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PrimitiveRestart,
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DepthMask,
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DepthTest,
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PrimitiveRestart,
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StencilTest,
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ColorMask,
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PolygonOffset,
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@ -129,6 +130,11 @@ public:
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flags[OpenGL::Dirty::CullTest] = true;
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}
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void NotifyDepthTest() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::DepthTest] = 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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@ -584,6 +584,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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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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state_tracker.NotifyDepthTest();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseGeometryShader(0);
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