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@ -316,16 +316,14 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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using_color_fb = false;
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using_color_fb = false;
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}
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}
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// TODO(bunnei): Implement this
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const bool has_stencil = regs.stencil_enable;
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const bool has_stencil = false;
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const bool write_color_fb =
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_depth_fb =
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const bool write_depth_fb =
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
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(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
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Surface color_surface;
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Surface color_surface;
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Surface depth_surface;
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Surface depth_surface;
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@ -481,6 +479,7 @@ void RasterizerOpenGL::DrawArrays() {
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
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SyncDepthTestState();
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SyncDepthTestState();
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SyncStencilTestState();
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SyncBlendState();
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SyncBlendState();
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SyncLogicOpState();
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SyncLogicOpState();
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SyncCullMode();
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SyncCullMode();
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@ -871,6 +870,34 @@ void RasterizerOpenGL::SyncDepthTestState() {
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state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
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state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
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}
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}
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void RasterizerOpenGL::SyncStencilTestState() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.stencil.test_enabled = regs.stencil_enable != 0;
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if (!regs.stencil_enable) {
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return;
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}
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// TODO(bunnei): Verify behavior when this is not set
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ASSERT(regs.stencil_two_side_enable);
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state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
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state.stencil.front.test_ref = regs.stencil_front_func_ref;
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state.stencil.front.test_mask = regs.stencil_front_func_mask;
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state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail);
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state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail);
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state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
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state.stencil.front.write_mask = regs.stencil_front_mask;
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state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
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state.stencil.back.test_ref = regs.stencil_back_func_ref;
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state.stencil.back.test_mask = regs.stencil_back_func_mask;
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state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
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state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
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state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
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state.stencil.back.write_mask = regs.stencil_back_mask;
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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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