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@ -936,56 +936,53 @@ void RasterizerOpenGL::SyncClipCoef() {
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}
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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state.cull.enabled = regs.cull.enabled != 0;
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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if (state.cull.enabled) {
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
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regs.viewport_transform[0].scale_y < 0.0f};
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const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
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regs.viewport_transform[0].scale_y < 0.0f};
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// If the GPU is configured to flip the rasterized triangles, then we need to flip the
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// notion of front and back. Note: We flip the triangles when the value of the register is 0
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// because OpenGL already does it for us.
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if (flip_triangles) {
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if (state.cull.front_face == GL_CCW)
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state.cull.front_face = GL_CW;
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else if (state.cull.front_face == GL_CW)
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state.cull.front_face = GL_CCW;
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}
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// If the GPU is configured to flip the rasterized triangles, then we need to flip the
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// notion of front and back. Note: We flip the triangles when the value of the register is 0
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// because OpenGL already does it for us.
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if (flip_triangles) {
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if (state.cull.front_face == GL_CCW)
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state.cull.front_face = GL_CW;
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else if (state.cull.front_face == GL_CW)
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state.cull.front_face = GL_CCW;
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}
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}
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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state.primitive_restart.enabled = regs.primitive_restart.enabled;
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state.primitive_restart.index = regs.primitive_restart.index;
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = 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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if (!state.depth.test_enabled)
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return;
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state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
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}
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void RasterizerOpenGL::SyncStencilTestState() {
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const auto& regs = system.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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auto& maxwell3d = system.GPU().Maxwell3D();
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if (!maxwell3d.dirty.stencil_test) {
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return;
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}
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const auto& regs = maxwell3d.regs;
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state.stencil.test_enabled = regs.stencil_enable != 0;
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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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@ -1010,10 +1007,17 @@ void RasterizerOpenGL::SyncStencilTestState() {
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state.stencil.back.action_depth_fail = GL_KEEP;
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state.stencil.back.action_depth_pass = GL_KEEP;
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}
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state.MarkDirtyStencilState(true);
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maxwell3d.dirty.stencil_test = false;
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}
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void RasterizerOpenGL::SyncColorMask() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& maxwell3d = system.GPU().Maxwell3D();
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if (!maxwell3d.dirty.color_mask) {
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return;
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}
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const auto& regs = maxwell3d.regs;
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const std::size_t count =
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regs.independent_blend_enable ? Tegra::Engines::Maxwell3D::Regs::NumRenderTargets : 1;
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for (std::size_t i = 0; i < count; i++) {
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@ -1024,6 +1028,9 @@ void RasterizerOpenGL::SyncColorMask() {
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dest.blue_enabled = (source.B == 0) ? GL_FALSE : GL_TRUE;
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dest.alpha_enabled = (source.A == 0) ? GL_FALSE : GL_TRUE;
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}
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state.MarkDirtyColorMask(true);
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maxwell3d.dirty.color_mask = false;
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}
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void RasterizerOpenGL::SyncMultiSampleState() {
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@ -1038,7 +1045,11 @@ void RasterizerOpenGL::SyncFragmentColorClampState() {
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}
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void RasterizerOpenGL::SyncBlendState() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& maxwell3d = system.GPU().Maxwell3D();
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if (!maxwell3d.dirty.blend_state) {
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return;
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}
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const auto& regs = maxwell3d.regs;
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state.blend_color.red = regs.blend_color.r;
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state.blend_color.green = regs.blend_color.g;
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@ -1061,6 +1072,8 @@ void RasterizerOpenGL::SyncBlendState() {
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for (std::size_t i = 1; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
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state.blend[i].enabled = false;
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}
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maxwell3d.dirty.blend_state = false;
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state.MarkDirtyBlendState(true);
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return;
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}
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@ -1077,6 +1090,9 @@ void RasterizerOpenGL::SyncBlendState() {
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blend.src_a_func = MaxwellToGL::BlendFunc(src.factor_source_a);
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blend.dst_a_func = MaxwellToGL::BlendFunc(src.factor_dest_a);
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}
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state.MarkDirtyBlendState(true);
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maxwell3d.dirty.blend_state = false;
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}
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void RasterizerOpenGL::SyncLogicOpState() {
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@ -1128,13 +1144,21 @@ void RasterizerOpenGL::SyncPointState() {
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}
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void RasterizerOpenGL::SyncPolygonOffset() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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auto& maxwell3d = system.GPU().Maxwell3D();
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if (!maxwell3d.dirty.polygon_offset) {
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return;
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}
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const auto& regs = maxwell3d.regs;
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state.polygon_offset.fill_enable = regs.polygon_offset_fill_enable != 0;
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state.polygon_offset.line_enable = regs.polygon_offset_line_enable != 0;
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state.polygon_offset.point_enable = regs.polygon_offset_point_enable != 0;
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state.polygon_offset.units = regs.polygon_offset_units;
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state.polygon_offset.factor = regs.polygon_offset_factor;
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state.polygon_offset.clamp = regs.polygon_offset_clamp;
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state.MarkDirtyPolygonOffset(true);
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maxwell3d.dirty.polygon_offset = false;
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}
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void RasterizerOpenGL::SyncAlphaTest() {
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