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GPU States: Implement Polygon Offset. This is used in SMO all the time. (#1784)
* GPU States: Implement Polygon Offset. This is used in SMO all the time. * Clang Format fixes. * Initialize polygon_offset in the constructor.
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@ -590,10 +590,18 @@ public:
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float clear_color[4];
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float clear_depth;
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INSERT_PADDING_WORDS(0x3);
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s32 clear_stencil;
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INSERT_PADDING_WORDS(0x17);
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INSERT_PADDING_WORDS(0x7);
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u32 polygon_offset_point_enable;
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u32 polygon_offset_line_enable;
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u32 polygon_offset_fill_enable;
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INSERT_PADDING_WORDS(0xD);
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std::array<ScissorTest, NumViewports> scissor_test;
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@ -762,7 +770,11 @@ public:
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}
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} tsc;
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INSERT_PADDING_WORDS(0x3);
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INSERT_PADDING_WORDS(0x1);
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float polygon_offset_factor;
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INSERT_PADDING_WORDS(0x1);
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struct {
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u32 tic_address_high;
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@ -787,7 +799,9 @@ public:
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u32 framebuffer_srgb;
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INSERT_PADDING_WORDS(0x12);
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float polygon_offset_units;
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INSERT_PADDING_WORDS(0x11);
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union {
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BitField<2, 1, u32> coord_origin;
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@ -864,7 +878,9 @@ public:
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INSERT_PADDING_WORDS(0x7);
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INSERT_PADDING_WORDS(0x20);
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INSERT_PADDING_WORDS(0x1F);
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float polygon_offset_clamp;
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struct {
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u32 is_instanced[NumVertexArrays];
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@ -1137,6 +1153,9 @@ ASSERT_REG_POSITION(vertex_buffer, 0x35D);
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ASSERT_REG_POSITION(clear_color[0], 0x360);
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ASSERT_REG_POSITION(clear_depth, 0x364);
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ASSERT_REG_POSITION(clear_stencil, 0x368);
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ASSERT_REG_POSITION(polygon_offset_point_enable, 0x370);
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ASSERT_REG_POSITION(polygon_offset_line_enable, 0x371);
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ASSERT_REG_POSITION(polygon_offset_fill_enable, 0x372);
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ASSERT_REG_POSITION(scissor_test, 0x380);
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ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
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ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
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@ -1175,6 +1194,7 @@ ASSERT_REG_POSITION(point_size, 0x546);
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ASSERT_REG_POSITION(zeta_enable, 0x54E);
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ASSERT_REG_POSITION(multisample_control, 0x54F);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(polygon_offset_factor, 0x55b);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);
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ASSERT_REG_POSITION(stencil_back_op_fail, 0x566);
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@ -1182,11 +1202,13 @@ ASSERT_REG_POSITION(stencil_back_op_zfail, 0x567);
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ASSERT_REG_POSITION(stencil_back_op_zpass, 0x568);
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ASSERT_REG_POSITION(stencil_back_func_func, 0x569);
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ASSERT_REG_POSITION(framebuffer_srgb, 0x56E);
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ASSERT_REG_POSITION(polygon_offset_units, 0x56F);
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ASSERT_REG_POSITION(point_coord_replace, 0x581);
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ASSERT_REG_POSITION(code_address, 0x582);
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ASSERT_REG_POSITION(draw, 0x585);
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ASSERT_REG_POSITION(primitive_restart, 0x591);
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ASSERT_REG_POSITION(index_array, 0x5F2);
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ASSERT_REG_POSITION(polygon_offset_clamp, 0x61F);
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ASSERT_REG_POSITION(instanced_arrays, 0x620);
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ASSERT_REG_POSITION(cull, 0x646);
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ASSERT_REG_POSITION(logic_op, 0x671);
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@ -620,7 +620,7 @@ void RasterizerOpenGL::DrawArrays() {
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SyncTransformFeedback();
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SyncPointState();
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CheckAlphaTests();
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SyncPolygonOffset();
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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@ -1179,6 +1179,16 @@ void RasterizerOpenGL::SyncPointState() {
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state.point.size = regs.point_size;
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}
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void RasterizerOpenGL::SyncPolygonOffset() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.polygon_offset.fill_enable = regs.polygon_offset_fill_enable != 0;
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state.polygon_offset.line_enable = regs.polygon_offset_line_enable != 0;
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state.polygon_offset.point_enable = regs.polygon_offset_point_enable != 0;
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state.polygon_offset.units = regs.polygon_offset_units;
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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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}
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void RasterizerOpenGL::CheckAlphaTests() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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@ -183,6 +183,9 @@ private:
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/// Syncs Color Mask
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void SyncColorMask();
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/// Syncs the polygon offsets
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void SyncPolygonOffset();
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/// Check asserts for alpha testing.
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void CheckAlphaTests();
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@ -92,6 +92,13 @@ OpenGLState::OpenGLState() {
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point.size = 1;
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fragment_color_clamp.enabled = false;
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polygon_offset.fill_enable = false;
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polygon_offset.line_enable = false;
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polygon_offset.point_enable = false;
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polygon_offset.factor = 0.0f;
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polygon_offset.units = 0.0f;
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polygon_offset.clamp = 0.0f;
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}
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void OpenGLState::ApplyDefaultState() {
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@ -406,6 +413,55 @@ void OpenGLState::ApplyLogicOp() const {
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}
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}
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void OpenGLState::ApplyPolygonOffset() const {
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const bool fill_enable_changed =
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polygon_offset.fill_enable != cur_state.polygon_offset.fill_enable;
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const bool line_enable_changed =
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polygon_offset.line_enable != cur_state.polygon_offset.line_enable;
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const bool point_enable_changed =
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polygon_offset.point_enable != cur_state.polygon_offset.point_enable;
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const bool factor_changed = polygon_offset.factor != cur_state.polygon_offset.factor;
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const bool units_changed = polygon_offset.units != cur_state.polygon_offset.units;
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const bool clamp_changed = polygon_offset.clamp != cur_state.polygon_offset.clamp;
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if (fill_enable_changed) {
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if (polygon_offset.fill_enable) {
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glEnable(GL_POLYGON_OFFSET_FILL);
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} else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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if (line_enable_changed) {
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if (polygon_offset.line_enable) {
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glEnable(GL_POLYGON_OFFSET_LINE);
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} else {
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glDisable(GL_POLYGON_OFFSET_LINE);
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}
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}
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if (point_enable_changed) {
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if (polygon_offset.point_enable) {
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glEnable(GL_POLYGON_OFFSET_POINT);
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} else {
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glDisable(GL_POLYGON_OFFSET_POINT);
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}
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}
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if ((polygon_offset.fill_enable || polygon_offset.line_enable || polygon_offset.point_enable) &&
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(factor_changed || units_changed || clamp_changed)) {
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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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glPolygonOffset(polygon_offset.factor, polygon_offset.units);
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UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0,
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"Unimplemented Depth polygon offset clamp.");
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}
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}
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}
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void OpenGLState::ApplyTextures() const {
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for (std::size_t i = 0; i < std::size(texture_units); ++i) {
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const auto& texture_unit = texture_units[i];
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@ -532,6 +588,7 @@ void OpenGLState::Apply() const {
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ApplyLogicOp();
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ApplyTextures();
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ApplySamplers();
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ApplyPolygonOffset();
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cur_state = *this;
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}
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@ -176,6 +176,15 @@ public:
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float size; // GL_POINT_SIZE
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} point;
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struct {
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bool point_enable;
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bool line_enable;
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bool fill_enable;
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GLfloat units;
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GLfloat factor;
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GLfloat clamp;
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} polygon_offset;
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std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
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OpenGLState();
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@ -226,6 +235,7 @@ private:
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void ApplyLogicOp() const;
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void ApplyTextures() const;
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void ApplySamplers() const;
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void ApplyPolygonOffset() const;
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};
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} // namespace OpenGL
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