forked from suyu/suyu
gl_state_tracker: Implement dirty flags for sRGB
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parent
d8f5c45051
commit
13afd0e5b0
5 changed files with 21 additions and 2 deletions
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@ -1301,8 +1301,14 @@ void RasterizerOpenGL::SyncAlphaTest() {
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}
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void RasterizerOpenGL::SyncFramebufferSRGB() {
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const auto& regs = system.GPU().Maxwell3D().regs;
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oglEnable(GL_FRAMEBUFFER_SRGB, regs.framebuffer_srgb);
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auto& gpu = system.GPU().Maxwell3D();
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::FramebufferSRGB]) {
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return;
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}
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flags[Dirty::FramebufferSRGB] = false;
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oglEnable(GL_FRAMEBUFFER_SRGB, gpu.regs.framebuffer_srgb);
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}
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} // namespace OpenGL
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@ -193,6 +193,10 @@ void SetupDirtyRasterizeEnable(Tables& tables) {
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tables[0][OFF(rasterize_enable)] = RasterizeEnable;
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}
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void SetupDirtyFramebufferSRGB(Tables& tables) {
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tables[0][OFF(framebuffer_srgb)] = FramebufferSRGB;
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}
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void SetupDirtyMisc(Tables& tables) {
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auto& table = tables[0];
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@ -226,6 +230,7 @@ void StateTracker::Initialize() {
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SetupDirtyPolygonOffset(tables);
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SetupDirtyMultisampleControl(tables);
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SetupDirtyRasterizeEnable(tables);
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SetupDirtyFramebufferSRGB(tables);
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SetupDirtyMisc(tables);
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auto& store = dirty.on_write_stores;
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@ -67,6 +67,7 @@ enum : u8 {
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PolygonOffset,
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MultisampleControl,
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RasterizeEnable,
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FramebufferSRGB,
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Last
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};
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@ -153,6 +154,11 @@ public:
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flags[OpenGL::Dirty::RasterizeEnable] = true;
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}
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void NotifyFramebufferSRGB() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::FramebufferSRGB] = true;
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}
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private:
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Core::System& system;
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};
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@ -523,6 +523,7 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
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state_tracker.NotifyBlend0();
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state_tracker.NotifyFramebuffer();
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state_tracker.NotifyRasterizeEnable();
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state_tracker.NotifyFramebufferSRGB();
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if (dst_params.srgb_conversion) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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@ -588,6 +588,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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state_tracker.NotifyStencilTest();
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state_tracker.NotifyPolygonOffset();
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state_tracker.NotifyRasterizeEnable();
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state_tracker.NotifyFramebufferSRGB();
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseGeometryShader(0);
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