GPU: Set up the culling configuration on each draw.
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@ -307,10 +307,10 @@ void RasterizerOpenGL::DrawArrays() {
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// Sync the depth test state before configuring the framebuffer surfaces.
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// Sync the depth test state before configuring the framebuffer surfaces.
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SyncDepthTestState();
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SyncDepthTestState();
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// TODO(bunnei): Implement these
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// TODO(bunnei): Implement this
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const bool has_stencil = false;
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const bool has_stencil = false;
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const bool using_color_fb = true;
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const bool using_color_fb = true;
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const bool using_depth_fb = regs.zeta.Address() != 0;
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const bool using_depth_fb = regs.zeta.Address() != 0;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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@ -343,11 +343,9 @@ void RasterizerOpenGL::DrawArrays() {
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// Bind the framebuffer surfaces
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// Bind the framebuffer surfaces
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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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// Sync the viewport
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SyncViewport(surfaces_rect);
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SyncViewport(surfaces_rect);
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// Sync the blend state registers
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SyncBlendState();
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SyncBlendState();
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SyncCullMode();
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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@ -711,7 +709,11 @@ void RasterizerOpenGL::SyncClipCoef() {
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}
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}
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void RasterizerOpenGL::SyncCullMode() {
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void RasterizerOpenGL::SyncCullMode() {
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UNREACHABLE();
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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state.cull.enabled = regs.cull.enabled != 0;
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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}
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}
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void RasterizerOpenGL::SyncDepthScale() {
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void RasterizerOpenGL::SyncDepthScale() {
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