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gl_state_tracker: Implement dirty flags for logic op
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commit
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@ -1213,11 +1213,19 @@ void RasterizerOpenGL::SyncBlendState() {
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}
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}
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void RasterizerOpenGL::SyncLogicOpState() {
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void RasterizerOpenGL::SyncLogicOpState() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& gpu = system.GPU().Maxwell3D();
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::LogicOp]) {
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return;
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}
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flags[Dirty::LogicOp] = false;
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oglEnable(GL_COLOR_LOGIC_OP, regs.logic_op.enable);
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const auto& regs = gpu.regs;
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if (regs.logic_op.enable) {
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if (regs.logic_op.enable) {
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glEnable(GL_COLOR_LOGIC_OP);
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glLogicOp(MaxwellToGL::LogicOp(regs.logic_op.operation));
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glLogicOp(MaxwellToGL::LogicOp(regs.logic_op.operation));
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} else {
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glDisable(GL_COLOR_LOGIC_OP);
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}
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}
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}
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}
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@ -197,6 +197,10 @@ void SetupDirtyFramebufferSRGB(Tables& tables) {
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tables[0][OFF(framebuffer_srgb)] = FramebufferSRGB;
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tables[0][OFF(framebuffer_srgb)] = FramebufferSRGB;
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}
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}
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void SetupDirtyLogicOp(Tables& tables) {
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FillBlock(tables[0], OFF(logic_op), NUM(logic_op), LogicOp);
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}
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void SetupDirtyMisc(Tables& tables) {
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void SetupDirtyMisc(Tables& tables) {
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auto& table = tables[0];
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auto& table = tables[0];
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@ -231,6 +235,7 @@ void StateTracker::Initialize() {
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SetupDirtyMultisampleControl(tables);
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SetupDirtyMultisampleControl(tables);
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SetupDirtyRasterizeEnable(tables);
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SetupDirtyRasterizeEnable(tables);
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SetupDirtyFramebufferSRGB(tables);
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SetupDirtyFramebufferSRGB(tables);
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SetupDirtyLogicOp(tables);
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SetupDirtyMisc(tables);
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SetupDirtyMisc(tables);
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auto& store = dirty.on_write_stores;
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auto& store = dirty.on_write_stores;
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@ -68,6 +68,7 @@ enum : u8 {
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MultisampleControl,
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MultisampleControl,
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RasterizeEnable,
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RasterizeEnable,
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FramebufferSRGB,
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FramebufferSRGB,
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LogicOp,
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Last
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Last
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};
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};
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@ -159,6 +160,11 @@ public:
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flags[OpenGL::Dirty::FramebufferSRGB] = true;
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flags[OpenGL::Dirty::FramebufferSRGB] = true;
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}
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}
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void NotifyLogicOp() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::LogicOp] = true;
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}
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private:
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private:
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Core::System& system;
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Core::System& system;
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};
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};
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@ -589,6 +589,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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state_tracker.NotifyPolygonOffset();
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state_tracker.NotifyPolygonOffset();
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state_tracker.NotifyRasterizeEnable();
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state_tracker.NotifyRasterizeEnable();
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state_tracker.NotifyFramebufferSRGB();
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state_tracker.NotifyFramebufferSRGB();
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state_tracker.NotifyLogicOp();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseGeometryShader(0);
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program_manager.UseGeometryShader(0);
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