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@@ -993,37 +993,42 @@ void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = maxwell3d.regs;
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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.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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-
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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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-
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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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+ 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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+
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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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+
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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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}
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}
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}
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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void RasterizerOpenGL::SyncPrimitiveRestart() {
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- auto& maxwell3d = system.GPU().Maxwell3D();
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- const auto& regs = maxwell3d.regs;
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+ const auto& regs = system.GPU().Maxwell3D().regs;
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state.primitive_restart.enabled = regs.primitive_restart.enabled;
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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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state.primitive_restart.index = regs.primitive_restart.index;
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}
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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void RasterizerOpenGL::SyncDepthTestState() {
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- auto& maxwell3d = system.GPU().Maxwell3D();
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- const auto& regs = maxwell3d.regs;
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+ const auto& regs = system.GPU().Maxwell3D().regs;
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state.depth.test_enabled = regs.depth_test_enable != 0;
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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.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
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+
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+ if (!state.depth.test_enabled) {
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+ return;
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+ }
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+
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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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@@ -1035,6 +1040,10 @@ void RasterizerOpenGL::SyncStencilTestState() {
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const auto& regs = maxwell3d.regs;
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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.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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+
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state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
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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_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.test_mask = regs.stencil_front_func_mask;
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