GL_State: Feedback and fixes
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@ -1129,24 +1129,30 @@ public:
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union {
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struct {
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bool null_dirty;
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// Vertex Attributes
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bool vertex_attrib_format;
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// Vertex Arrays
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std::array<bool, 32> vertex_array;
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bool vertex_array_buffers;
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// Vertex Instances
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std::array<bool, 32> vertex_instance;
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bool vertex_instances;
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// Render Targets
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std::array<bool, 8> render_target;
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bool depth_buffer;
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bool render_settings;
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// Shaders
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bool shaders;
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// State
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// Rasterizer State
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bool viewport;
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bool clip_coefficient;
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bool cull_mode;
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@ -1059,7 +1059,7 @@ void RasterizerOpenGL::SyncStencilTestState() {
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state.stencil.back.action_depth_fail = GL_KEEP;
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state.stencil.back.action_depth_pass = GL_KEEP;
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}
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state.MarkDirtyStencilState(true);
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state.MarkDirtyStencilState();
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maxwell3d.dirty.stencil_test = false;
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}
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@ -1081,7 +1081,7 @@ void RasterizerOpenGL::SyncColorMask() {
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dest.alpha_enabled = (source.A == 0) ? GL_FALSE : GL_TRUE;
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}
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state.MarkDirtyColorMask(true);
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state.MarkDirtyColorMask();
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maxwell3d.dirty.color_mask = false;
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}
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@ -1125,7 +1125,7 @@ void RasterizerOpenGL::SyncBlendState() {
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state.blend[i].enabled = false;
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}
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maxwell3d.dirty.blend_state = false;
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state.MarkDirtyBlendState(true);
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state.MarkDirtyBlendState();
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return;
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}
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@ -1143,7 +1143,7 @@ void RasterizerOpenGL::SyncBlendState() {
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blend.dst_a_func = MaxwellToGL::BlendFunc(src.factor_dest_a);
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}
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state.MarkDirtyBlendState(true);
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state.MarkDirtyBlendState();
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maxwell3d.dirty.blend_state = false;
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}
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@ -1209,7 +1209,7 @@ void RasterizerOpenGL::SyncPolygonOffset() {
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state.polygon_offset.factor = regs.polygon_offset_factor;
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state.polygon_offset.clamp = regs.polygon_offset_clamp;
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state.MarkDirtyPolygonOffset(true);
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state.MarkDirtyPolygonOffset();
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maxwell3d.dirty.polygon_offset = false;
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}
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@ -238,20 +238,20 @@ public:
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/// Viewport does not affects glClearBuffer so emulate viewport using scissor test
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void EmulateViewportWithScissor();
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void MarkDirtyBlendState(const bool is_dirty) {
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dirty.blend_state = is_dirty;
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void MarkDirtyBlendState() {
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dirty.blend_state = true;
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}
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void MarkDirtyStencilState(const bool is_dirty) {
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dirty.stencil_state = is_dirty;
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void MarkDirtyStencilState() {
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dirty.stencil_state = true;
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}
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void MarkDirtyPolygonOffset(const bool is_dirty) {
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dirty.polygon_offset = is_dirty;
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void MarkDirtyPolygonOffset() {
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dirty.polygon_offset = true;
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}
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void MarkDirtyColorMask(const bool is_dirty) {
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dirty.color_mask = is_dirty;
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void MarkDirtyColorMask() {
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dirty.color_mask = true;
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}
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void AllDirty() {
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@ -108,6 +108,7 @@ void RendererOpenGL::SwapBuffers(
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.AllDirty();
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state.Apply();
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if (framebuffer) {
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@ -140,6 +141,7 @@ void RendererOpenGL::SwapBuffers(
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system.GetPerfStats().BeginSystemFrame();
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// Restore the rasterizer state
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prev_state.AllDirty();
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prev_state.Apply();
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}
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@ -206,6 +208,7 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Link shaders and get variable locations
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shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
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state.draw.shader_program = shader.handle;
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state.AllDirty();
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state.Apply();
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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@ -338,12 +341,14 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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// Workaround brigthness problems in SMO by enabling sRGB in the final output
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// if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987
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state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
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state.AllDirty();
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state.Apply();
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore default state
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state.framebuffer_srgb.enabled = false;
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state.texture_units[0].texture = 0;
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state.AllDirty();
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state.Apply();
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// Clear sRGB state for the next frame
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OpenGLState::ClearsRGBUsed();
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@ -388,6 +393,7 @@ void RendererOpenGL::CaptureScreenshot() {
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.AllDirty();
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state.Apply();
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Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
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@ -407,6 +413,7 @@ void RendererOpenGL::CaptureScreenshot() {
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.AllDirty();
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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