gl_state: Remove depth clamp tracking
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@ -977,8 +977,6 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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viewport.depth_range_far = src.depth_range_far;
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viewport.depth_range_far = src.depth_range_far;
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viewport.depth_range_near = src.depth_range_near;
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viewport.depth_range_near = src.depth_range_near;
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}
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}
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state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0;
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state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0;
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bool flip_y = false;
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bool flip_y = false;
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if (regs.viewport_transform[0].scale_y < 0.0) {
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if (regs.viewport_transform[0].scale_y < 0.0) {
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@ -994,6 +992,16 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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: GL_NEGATIVE_ONE_TO_ONE;
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: GL_NEGATIVE_ONE_TO_ONE;
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}
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}
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void RasterizerOpenGL::SyncDepthClamp() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& state = regs.view_volume_clip_control;
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UNIMPLEMENTED_IF_MSG(state.depth_clamp_far != state.depth_clamp_near,
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"Unimplemented Depth clamp separation!");
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oglEnable(GL_DEPTH_CLAMP, state.depth_clamp_far || state.depth_clamp_near);
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}
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void RasterizerOpenGL::SyncClipEnabled(
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void RasterizerOpenGL::SyncClipEnabled(
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const std::array<bool, Maxwell::Regs::NumClipDistances>& clip_mask) {
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const std::array<bool, Maxwell::Regs::NumClipDistances>& clip_mask) {
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@ -132,6 +132,9 @@ private:
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/// Syncs the viewport and depth range to match the guest state
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/// Syncs the viewport and depth range to match the guest state
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void SyncViewport(OpenGLState& current_state);
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void SyncViewport(OpenGLState& current_state);
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/// Syncs the depth clamp state
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void SyncDepthClamp();
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/// Syncs the clip enabled status to match the guest state
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/// Syncs the clip enabled status to match the guest state
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void SyncClipEnabled(
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void SyncClipEnabled(
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const std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances>& clip_mask);
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const std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances>& clip_mask);
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@ -87,9 +87,6 @@ OpenGLState::OpenGLState() = default;
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void OpenGLState::SetDefaultViewports() {
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void OpenGLState::SetDefaultViewports() {
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viewports.fill(Viewport{});
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viewports.fill(Viewport{});
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depth_clamp.far_plane = false;
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depth_clamp.near_plane = false;
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}
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}
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void OpenGLState::ApplyFramebufferState() {
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void OpenGLState::ApplyFramebufferState() {
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@ -140,19 +137,6 @@ void OpenGLState::ApplyMultisample() {
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multisample_control.alpha_to_one);
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multisample_control.alpha_to_one);
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}
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}
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void OpenGLState::ApplyDepthClamp() {
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
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return;
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}
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cur_state.depth_clamp = depth_clamp;
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UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane,
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"Unimplemented Depth Clamp Separation!");
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Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane);
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}
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void OpenGLState::ApplySRgb() {
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void OpenGLState::ApplySRgb() {
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if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
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if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
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return;
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return;
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@ -362,7 +346,6 @@ void OpenGLState::Apply() {
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ApplyMultisample();
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ApplyMultisample();
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ApplyRasterizerDiscard();
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ApplyRasterizerDiscard();
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ApplyColorMask();
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ApplyColorMask();
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ApplyDepthClamp();
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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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@ -26,11 +26,6 @@ public:
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bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB
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bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB
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} fragment_color_clamp;
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} fragment_color_clamp;
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struct {
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bool far_plane = false;
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bool near_plane = false;
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} depth_clamp; // GL_DEPTH_CLAMP
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bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
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bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
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struct ColorMask {
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struct ColorMask {
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@ -139,7 +134,6 @@ public:
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void ApplyTextures();
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void ApplyTextures();
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void ApplySamplers();
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void ApplySamplers();
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void ApplyImages();
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void ApplyImages();
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void ApplyDepthClamp();
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void ApplyClipControl();
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void ApplyClipControl();
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void ApplyRenderBuffer();
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void ApplyRenderBuffer();
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