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GPU: Set up the depth test state on every draw.
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2 changed files with 14 additions and 0 deletions
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@ -304,6 +304,9 @@ void RasterizerOpenGL::DrawArrays() {
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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// Sync the depth test state before configuring the framebuffer surfaces.
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SyncDepthTestState();
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// TODO(bunnei): Implement these
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// TODO(bunnei): Implement these
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const bool has_stencil = false;
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const bool has_stencil = false;
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const bool using_color_fb = true;
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const bool using_color_fb = true;
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@ -719,6 +722,14 @@ void RasterizerOpenGL::SyncDepthOffset() {
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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state.depth.test_enabled = regs.depth_test_enable != 0;
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state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
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state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
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}
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void RasterizerOpenGL::SyncBlendState() {
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void RasterizerOpenGL::SyncBlendState() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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@ -126,6 +126,9 @@ private:
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/// Syncs the depth offset to match the guest state
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/// Syncs the depth offset to match the guest state
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void SyncDepthOffset();
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void SyncDepthOffset();
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/// Syncs the depth test state to match the guest state
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void SyncDepthTestState();
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/// Syncs the blend state to match the guest state
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/// Syncs the blend state to match the guest state
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void SyncBlendState();
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void SyncBlendState();
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