gl_state_tracker: Implement dirty flags for color masks
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ba6f390448
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@ -410,8 +410,9 @@ void RasterizerOpenGL::Clear() {
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}
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}
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if (use_color) {
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if (use_color) {
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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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glColorMaski(0, regs.clear_buffers.R, regs.clear_buffers.G, regs.clear_buffers.B,
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state_tracker.NotifyColorMask0();
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regs.clear_buffers.A);
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glColorMaski(0, regs.clear_buffers.R != 0, regs.clear_buffers.G != 0,
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regs.clear_buffers.B != 0, regs.clear_buffers.A != 0);
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SyncFramebufferSRGB();
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SyncFramebufferSRGB();
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// TODO(Rodrigo): Determine if clamping is used on clears
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// TODO(Rodrigo): Determine if clamping is used on clears
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@ -1030,17 +1031,37 @@ void RasterizerOpenGL::SyncRasterizeEnable() {
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}
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}
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void RasterizerOpenGL::SyncColorMask() {
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void RasterizerOpenGL::SyncColorMask() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::ColorMasks]) {
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return;
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}
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flags[Dirty::ColorMasks] = false;
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const bool force = flags[Dirty::ColorMaskCommon];
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flags[Dirty::ColorMaskCommon] = false;
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const auto& regs = gpu.regs;
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if (regs.color_mask_common) {
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if (regs.color_mask_common) {
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auto& mask = regs.color_mask[0];
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if (!force && !flags[Dirty::ColorMask0]) {
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glColorMask(mask.R, mask.B, mask.G, mask.A);
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return;
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} else {
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for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
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const auto& mask = regs.color_mask[regs.color_mask_common ? 0 : i];
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glColorMaski(static_cast<GLuint>(i), mask.R, mask.G, mask.B, mask.A);
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}
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}
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flags[Dirty::ColorMask0] = false;
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auto& mask = regs.color_mask[0];
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glColorMask(mask.R != 0, mask.B != 0, mask.G != 0, mask.A != 0);
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return;
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}
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// Path without color_mask_common set
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for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
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if (!force && !flags[Dirty::ColorMask0 + i]) {
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continue;
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}
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flags[Dirty::ColorMask0 + i] = false;
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const auto& mask = regs.color_mask[i];
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glColorMaski(static_cast<GLuint>(i), mask.R != 0, mask.G != 0, mask.B != 0, mask.A != 0);
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}
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}
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}
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}
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@ -61,6 +61,16 @@ void SetupDirtyRenderTargets(Tables& tables) {
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}
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}
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}
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}
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void SetupDirtyColorMasks(Tables& tables) {
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tables[0][OFF(color_mask_common)] = ColorMaskCommon;
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for (std::size_t rt = 0; rt < Regs::NumRenderTargets; ++rt) {
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const std::size_t offset = OFF(color_mask) + rt * NUM(color_mask[0]);
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FillBlock(tables[0], offset, NUM(color_mask[0]), ColorMask0 + rt);
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}
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FillBlock(tables[1], OFF(color_mask), NUM(color_mask), ColorMasks);
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}
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void SetupDirtyViewports(Tables& tables) {
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void SetupDirtyViewports(Tables& tables) {
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for (std::size_t i = 0; i < Regs::NumViewports; ++i) {
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for (std::size_t i = 0; i < Regs::NumViewports; ++i) {
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const std::size_t transf_offset = OFF(viewport_transform) + i * NUM(viewport_transform[0]);
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const std::size_t transf_offset = OFF(viewport_transform) + i * NUM(viewport_transform[0]);
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@ -104,6 +114,7 @@ void StateTracker::Initialize() {
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auto& tables = dirty.tables;
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auto& tables = dirty.tables;
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SetupDirtyRenderTargets(tables);
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SetupDirtyRenderTargets(tables);
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SetupDirtyColorMasks(tables);
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SetupDirtyViewports(tables);
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SetupDirtyViewports(tables);
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SetupDirtyScissors(tables);
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SetupDirtyScissors(tables);
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}
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}
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@ -38,6 +38,11 @@ enum : u8 {
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Scissor0,
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Scissor0,
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Scissor15 = Scissor0 + 15,
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Scissor15 = Scissor0 + 15,
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ColorMaskCommon,
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ColorMasks,
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ColorMask0,
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ColorMask7 = ColorMask0 + 7,
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Shaders,
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Shaders,
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CullTestEnable,
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CullTestEnable,
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FrontFace,
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FrontFace,
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@ -73,6 +78,12 @@ public:
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flags[OpenGL::Dirty::Scissor0] = true;
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flags[OpenGL::Dirty::Scissor0] = true;
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}
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}
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void NotifyColorMask0() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::ColorMasks] = true;
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flags[OpenGL::Dirty::ColorMask0] = true;
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}
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void NotifyFramebuffer() {
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void NotifyFramebuffer() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[VideoCommon::Dirty::RenderTargets] = true;
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flags[VideoCommon::Dirty::RenderTargets] = true;
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@ -578,6 +578,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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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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state_tracker.NotifyViewport0();
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state_tracker.NotifyViewport0();
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state_tracker.NotifyScissor0();
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state_tracker.NotifyScissor0();
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state_tracker.NotifyColorMask0();
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state_tracker.NotifyFramebuffer();
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state_tracker.NotifyFramebuffer();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseVertexShader(vertex_program.handle);
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