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@ -87,9 +87,6 @@ OpenGLState::OpenGLState() = default; |
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void OpenGLState::SetDefaultViewports() { |
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viewports.fill(Viewport{}); |
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depth_clamp.far_plane = false; |
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depth_clamp.near_plane = false; |
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} |
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void OpenGLState::ApplyFramebufferState() { |
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@ -140,19 +137,6 @@ void OpenGLState::ApplyMultisample() { |
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multisample_control.alpha_to_one); |
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} |
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void OpenGLState::ApplyDepthClamp() { |
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane && |
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) { |
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return; |
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} |
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cur_state.depth_clamp = depth_clamp; |
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UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane, |
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"Unimplemented Depth Clamp Separation!"); |
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Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane); |
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} |
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void OpenGLState::ApplySRgb() { |
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if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled) |
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return; |
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@ -362,7 +346,6 @@ void OpenGLState::Apply() { |
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ApplyMultisample(); |
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ApplyRasterizerDiscard(); |
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ApplyColorMask(); |
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ApplyDepthClamp(); |
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ApplyViewport(); |
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ApplyStencilTest(); |
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ApplySRgb(); |
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