gl_state: Remove polygon offset tracking
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f646321dd0
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a0321b984f
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@ -1210,14 +1210,13 @@ void RasterizerOpenGL::SyncPolygonOffset() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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const auto& regs = maxwell3d.regs;
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state.polygon_offset.fill_enable = regs.polygon_offset_fill_enable != 0;
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oglEnable(GL_POLYGON_OFFSET_FILL, regs.polygon_offset_fill_enable);
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state.polygon_offset.line_enable = regs.polygon_offset_line_enable != 0;
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oglEnable(GL_POLYGON_OFFSET_LINE, regs.polygon_offset_line_enable);
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state.polygon_offset.point_enable = regs.polygon_offset_point_enable != 0;
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oglEnable(GL_POLYGON_OFFSET_POINT, regs.polygon_offset_point_enable);
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// Hardware divides polygon offset units by two
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// Hardware divides polygon offset units by two
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state.polygon_offset.units = regs.polygon_offset_units / 2.0f;
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glPolygonOffsetClamp(regs.polygon_offset_factor, regs.polygon_offset_units / 2.0f,
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state.polygon_offset.factor = regs.polygon_offset_factor;
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regs.polygon_offset_clamp);
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state.polygon_offset.clamp = regs.polygon_offset_clamp;
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}
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}
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void RasterizerOpenGL::SyncAlphaTest() {
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void RasterizerOpenGL::SyncAlphaTest() {
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@ -347,27 +347,6 @@ void OpenGLState::ApplyLogicOp() {
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}
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}
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}
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}
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void OpenGLState::ApplyPolygonOffset() {
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Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable,
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polygon_offset.fill_enable);
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Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable,
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polygon_offset.line_enable);
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Enable(GL_POLYGON_OFFSET_POINT, cur_state.polygon_offset.point_enable,
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polygon_offset.point_enable);
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if (UpdateTie(std::tie(cur_state.polygon_offset.factor, cur_state.polygon_offset.units,
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cur_state.polygon_offset.clamp),
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std::tie(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp))) {
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if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) {
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glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp);
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} else {
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UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0,
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"Unimplemented Depth polygon offset clamp.");
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glPolygonOffset(polygon_offset.factor, polygon_offset.units);
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}
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}
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}
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void OpenGLState::ApplyClipControl() {
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void OpenGLState::ApplyClipControl() {
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if (UpdateTie(std::tie(cur_state.clip_control.origin, cur_state.clip_control.depth_mode),
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if (UpdateTie(std::tie(cur_state.clip_control.origin, cur_state.clip_control.depth_mode),
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std::tie(clip_control.origin, clip_control.depth_mode))) {
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std::tie(clip_control.origin, clip_control.depth_mode))) {
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@ -432,7 +411,6 @@ void OpenGLState::Apply() {
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ApplyTextures();
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ApplyTextures();
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ApplySamplers();
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ApplySamplers();
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ApplyImages();
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ApplyImages();
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ApplyPolygonOffset();
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ApplyClipControl();
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ApplyClipControl();
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ApplyRenderBuffer();
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ApplyRenderBuffer();
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}
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}
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@ -124,15 +124,6 @@ public:
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};
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};
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std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
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std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
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struct {
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bool point_enable = false;
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bool line_enable = false;
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bool fill_enable = false;
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GLfloat units = 0.0f;
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GLfloat factor = 0.0f;
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GLfloat clamp = 0.0f;
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} polygon_offset;
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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struct {
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struct {
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@ -175,7 +166,6 @@ public:
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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 ApplyDepthClamp();
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void ApplyPolygonOffset();
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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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@ -573,8 +573,9 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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state.Apply();
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state.Apply();
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// TODO: Signal state tracker about these changes
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// TODO: Signal state tracker about these changes
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glFrontFace(GL_CW);
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