gl_state: Remove clamp framebuffer color tracking
This commit doesn't reset it for screen draws because clamping doesn't change anything there.
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@ -415,6 +415,11 @@ void RasterizerOpenGL::Clear() {
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clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
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clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
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clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
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// TODO: Signal state tracker about these changes
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SyncFramebufferSRGB();
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// TODO(Rodrigo): Determine if clamping is used on clears
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SyncFragmentColorClampState();
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}
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if (regs.clear_buffers.Z) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
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@ -454,9 +459,6 @@ void RasterizerOpenGL::Clear() {
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}
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}
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// TODO: Signal state tracker about these changes
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SyncFramebufferSRGB();
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if (!use_color && !use_depth && !use_stencil) {
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// No color surface nor depth/stencil surface are enabled
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return;
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@ -1089,7 +1091,7 @@ void RasterizerOpenGL::SyncMultiSampleState() {
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void RasterizerOpenGL::SyncFragmentColorClampState() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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state.fragment_color_clamp.enabled = regs.frag_color_clamp != 0;
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glClampColor(GL_CLAMP_FRAGMENT_COLOR, regs.frag_color_clamp ? GL_TRUE : GL_FALSE);
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}
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void RasterizerOpenGL::SyncBlendState() {
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@ -117,13 +117,6 @@ void OpenGLState::ApplyClipDistances() {
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}
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}
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void OpenGLState::ApplyFragmentColorClamp() {
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if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) {
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glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
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fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
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}
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}
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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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}
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@ -317,7 +310,6 @@ void OpenGLState::Apply() {
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ApplyShaderProgram();
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ApplyProgramPipeline();
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ApplyClipDistances();
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ApplyFragmentColorClamp();
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ApplyRasterizerDiscard();
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ApplyColorMask();
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ApplyViewport();
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@ -13,10 +13,6 @@ namespace OpenGL {
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class OpenGLState {
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public:
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struct {
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bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB
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} fragment_color_clamp;
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bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
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struct ColorMask {
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@ -110,7 +106,6 @@ public:
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void ApplyShaderProgram();
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void ApplyProgramPipeline();
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void ApplyClipDistances();
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void ApplyFragmentColorClamp();
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void ApplyRasterizerDiscard();
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void ApplyColorMask();
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void ApplyStencilTest();
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