gl_state: Remove depth tracking
This commit is contained in:
parent
0f343d32c4
commit
e1a16a52fa
4 changed files with 7 additions and 34 deletions
|
@ -446,12 +446,8 @@ void RasterizerOpenGL::Clear() {
|
|||
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
|
||||
use_depth = true;
|
||||
|
||||
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
||||
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to
|
||||
// true.
|
||||
clear_state.depth.test_enabled = true;
|
||||
clear_state.depth.test_func = GL_ALWAYS;
|
||||
clear_state.depth.write_mask = GL_TRUE;
|
||||
// TODO: Signal state tracker about these changes
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
if (regs.clear_buffers.S) {
|
||||
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
|
||||
|
@ -1036,14 +1032,12 @@ void RasterizerOpenGL::SyncPrimitiveRestart() {
|
|||
void RasterizerOpenGL::SyncDepthTestState() {
|
||||
const auto& regs = system.GPU().Maxwell3D().regs;
|
||||
|
||||
state.depth.test_enabled = regs.depth_test_enable != 0;
|
||||
state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
|
||||
glDepthMask(regs.depth_write_enabled ? GL_TRUE : GL_FALSE);
|
||||
|
||||
if (!state.depth.test_enabled) {
|
||||
return;
|
||||
oglEnable(GL_DEPTH_TEST, regs.depth_test_enable);
|
||||
if (regs.depth_test_enable) {
|
||||
glDepthFunc(MaxwellToGL::ComparisonOp(regs.depth_test_func));
|
||||
}
|
||||
|
||||
state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncStencilTestState() {
|
||||
|
|
|
@ -183,20 +183,6 @@ void OpenGLState::ApplyColorMask() {
|
|||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyDepth() {
|
||||
Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled);
|
||||
|
||||
if (cur_state.depth.test_func != depth.test_func) {
|
||||
cur_state.depth.test_func = depth.test_func;
|
||||
glDepthFunc(depth.test_func);
|
||||
}
|
||||
|
||||
if (cur_state.depth.write_mask != depth.write_mask) {
|
||||
cur_state.depth.write_mask = depth.write_mask;
|
||||
glDepthMask(depth.write_mask);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyStencilTest() {
|
||||
Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
|
||||
|
||||
|
@ -380,7 +366,6 @@ void OpenGLState::Apply() {
|
|||
ApplyViewport();
|
||||
ApplyStencilTest();
|
||||
ApplySRgb();
|
||||
ApplyDepth();
|
||||
ApplyBlending();
|
||||
ApplyTextures();
|
||||
ApplySamplers();
|
||||
|
|
|
@ -31,12 +31,6 @@ public:
|
|||
bool near_plane = false;
|
||||
} depth_clamp; // GL_DEPTH_CLAMP
|
||||
|
||||
struct {
|
||||
bool test_enabled = false; // GL_DEPTH_TEST
|
||||
GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK
|
||||
GLenum test_func = GL_LESS; // GL_DEPTH_FUNC
|
||||
} depth;
|
||||
|
||||
bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
|
||||
|
||||
struct ColorMask {
|
||||
|
@ -137,7 +131,6 @@ public:
|
|||
void ApplySRgb();
|
||||
void ApplyRasterizerDiscard();
|
||||
void ApplyColorMask();
|
||||
void ApplyDepth();
|
||||
void ApplyStencilTest();
|
||||
void ApplyViewport();
|
||||
void ApplyTargetBlending(std::size_t target, bool force);
|
||||
|
|
|
@ -576,6 +576,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
|
|||
glEnable(GL_CULL_FACE);
|
||||
glDisable(GL_COLOR_LOGIC_OP);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glCullFace(GL_BACK);
|
||||
glFrontFace(GL_CW);
|
||||
|
|
Loading…
Reference in a new issue