gl_state: Remove primitive restart tracking
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42708c762e
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@ -1029,8 +1029,8 @@ void RasterizerOpenGL::SyncCullMode() {
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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state.primitive_restart.enabled = regs.primitive_restart.enabled;
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oglEnable(GL_PRIMITIVE_RESTART, regs.primitive_restart.enabled);
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state.primitive_restart.index = regs.primitive_restart.index;
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glPrimitiveRestartIndex(regs.primitive_restart.index);
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}
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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void RasterizerOpenGL::SyncDepthTestState() {
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@ -197,15 +197,6 @@ void OpenGLState::ApplyDepth() {
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}
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}
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}
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}
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void OpenGLState::ApplyPrimitiveRestart() {
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Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled);
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if (cur_state.primitive_restart.index != primitive_restart.index) {
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cur_state.primitive_restart.index = primitive_restart.index;
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glPrimitiveRestartIndex(primitive_restart.index);
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}
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}
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void OpenGLState::ApplyStencilTest() {
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void OpenGLState::ApplyStencilTest() {
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Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
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Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
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@ -390,7 +381,6 @@ void OpenGLState::Apply() {
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ApplyStencilTest();
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ApplyStencilTest();
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ApplySRgb();
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ApplySRgb();
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ApplyDepth();
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ApplyDepth();
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ApplyPrimitiveRestart();
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ApplyBlending();
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ApplyBlending();
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ApplyTextures();
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ApplyTextures();
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ApplySamplers();
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ApplySamplers();
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@ -37,11 +37,6 @@ public:
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GLenum test_func = GL_LESS; // GL_DEPTH_FUNC
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GLenum test_func = GL_LESS; // GL_DEPTH_FUNC
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} depth;
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} depth;
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struct {
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bool enabled = false;
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GLuint index = 0;
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} primitive_restart; // GL_PRIMITIVE_RESTART
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bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
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bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
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struct ColorMask {
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struct ColorMask {
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@ -143,7 +138,6 @@ public:
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void ApplyRasterizerDiscard();
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void ApplyRasterizerDiscard();
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void ApplyColorMask();
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void ApplyColorMask();
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void ApplyDepth();
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void ApplyDepth();
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void ApplyPrimitiveRestart();
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void ApplyStencilTest();
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void ApplyStencilTest();
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void ApplyViewport();
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void ApplyViewport();
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void ApplyTargetBlending(std::size_t target, bool force);
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void ApplyTargetBlending(std::size_t target, bool force);
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