gl_state: Remove front face tracking
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d2d5554296
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925521da5f
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@ -1025,7 +1025,7 @@ void RasterizerOpenGL::SyncCullMode() {
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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}
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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glFrontFace(MaxwellToGL::FrontFace(regs.cull.front_face));
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}
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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@ -170,10 +170,6 @@ void OpenGLState::ApplyCulling() {
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if (UpdateValue(cur_state.cull.mode, cull.mode)) {
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glCullFace(cull.mode);
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}
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if (UpdateValue(cur_state.cull.front_face, cull.front_face)) {
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glFrontFace(cull.front_face);
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}
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}
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void OpenGLState::ApplyRasterizerDiscard() {
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@ -34,7 +34,6 @@ public:
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struct {
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bool enabled = false; // GL_CULL_FACE
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GLenum mode = GL_BACK; // GL_CULL_FACE_MODE
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GLenum front_face = GL_CCW; // GL_FRONT_FACE
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} cull;
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struct {
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@ -571,6 +571,10 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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state.textures[0] = screen_info.display_texture;
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state.framebuffer_srgb.enabled = screen_info.display_srgb;
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state.Apply();
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// TODO: Signal state tracker about these changes
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glFrontFace(GL_CW);
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore default state
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