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gl_state_tracker: Implement dirty flags for logic op

nce_cpp
ReinUsesLisp 6 years ago
parent
commit
d01d671249
  1. 12
      src/video_core/renderer_opengl/gl_rasterizer.cpp
  2. 5
      src/video_core/renderer_opengl/gl_state_tracker.cpp
  3. 6
      src/video_core/renderer_opengl/gl_state_tracker.h
  4. 1
      src/video_core/renderer_opengl/renderer_opengl.cpp

12
src/video_core/renderer_opengl/gl_rasterizer.cpp

@ -1213,11 +1213,19 @@ void RasterizerOpenGL::SyncBlendState() {
}
void RasterizerOpenGL::SyncLogicOpState() {
const auto& regs = system.GPU().Maxwell3D().regs;
auto& gpu = system.GPU().Maxwell3D();
auto& flags = gpu.dirty.flags;
if (!flags[Dirty::LogicOp]) {
return;
}
flags[Dirty::LogicOp] = false;
oglEnable(GL_COLOR_LOGIC_OP, regs.logic_op.enable);
const auto& regs = gpu.regs;
if (regs.logic_op.enable) {
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(MaxwellToGL::LogicOp(regs.logic_op.operation));
} else {
glDisable(GL_COLOR_LOGIC_OP);
}
}

5
src/video_core/renderer_opengl/gl_state_tracker.cpp

@ -197,6 +197,10 @@ void SetupDirtyFramebufferSRGB(Tables& tables) {
tables[0][OFF(framebuffer_srgb)] = FramebufferSRGB;
}
void SetupDirtyLogicOp(Tables& tables) {
FillBlock(tables[0], OFF(logic_op), NUM(logic_op), LogicOp);
}
void SetupDirtyMisc(Tables& tables) {
auto& table = tables[0];
@ -231,6 +235,7 @@ void StateTracker::Initialize() {
SetupDirtyMultisampleControl(tables);
SetupDirtyRasterizeEnable(tables);
SetupDirtyFramebufferSRGB(tables);
SetupDirtyLogicOp(tables);
SetupDirtyMisc(tables);
auto& store = dirty.on_write_stores;

6
src/video_core/renderer_opengl/gl_state_tracker.h

@ -68,6 +68,7 @@ enum : u8 {
MultisampleControl,
RasterizeEnable,
FramebufferSRGB,
LogicOp,
Last
};
@ -159,6 +160,11 @@ public:
flags[OpenGL::Dirty::FramebufferSRGB] = true;
}
void NotifyLogicOp() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::LogicOp] = true;
}
private:
Core::System& system;
};

1
src/video_core/renderer_opengl/renderer_opengl.cpp

@ -589,6 +589,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
state_tracker.NotifyPolygonOffset();
state_tracker.NotifyRasterizeEnable();
state_tracker.NotifyFramebufferSRGB();
state_tracker.NotifyLogicOp();
program_manager.UseVertexShader(vertex_program.handle);
program_manager.UseGeometryShader(0);

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