Simple GPU fixes (#1093)
* Implement RasterizeEnable * Match viewport count to hardware * Simplify ScissorTest tracking around Blits * Disable RasterizerDiscard around Blits and track its state * Read RasterizeEnable reg as bool and add doc
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e99e6d0ad1
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468d8f841f
9 changed files with 66 additions and 18 deletions
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@ -48,6 +48,8 @@ namespace Ryujinx.Graphics.GAL
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void SetProgram(IProgram program);
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void SetProgram(IProgram program);
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void SetRasterizerDiscard(bool discard);
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void SetRenderTargetColorMasks(uint[] componentMask);
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void SetRenderTargetColorMasks(uint[] componentMask);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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@ -53,6 +53,6 @@ namespace Ryujinx.Graphics.Gpu
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/// <summary>
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/// <summary>
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/// Maximum number of viewports.
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/// Maximum number of viewports.
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/// </summary>
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/// </summary>
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public const int TotalViewports = 8;
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public const int TotalViewports = 16;
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}
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}
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}
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}
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@ -108,6 +108,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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UpdateShaderState(state);
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UpdateShaderState(state);
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}
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}
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if (state.QueryModified(MethodOffset.RasterizeEnable))
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{
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UpdateRasterizerState(state);
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}
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if (state.QueryModified(MethodOffset.RtColorState,
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if (state.QueryModified(MethodOffset.RtColorState,
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MethodOffset.RtDepthStencilState,
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MethodOffset.RtDepthStencilState,
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MethodOffset.RtControl,
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MethodOffset.RtControl,
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@ -211,6 +216,16 @@ namespace Ryujinx.Graphics.Gpu.Engine
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CommitBindings();
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CommitBindings();
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}
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}
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/// <summary>
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/// Updates Rasterizer primitive discard state based on guest gpu state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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private void UpdateRasterizerState(GpuState state)
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{
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Boolean32 enable = state.Get<Boolean32>(MethodOffset.RasterizeEnable);
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_context.Renderer.Pipeline.SetRasterizerDiscard(!enable);
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}
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/// <summary>
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/// <summary>
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/// Ensures that the bindings are visible to the host GPU.
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/// Ensures that the bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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/// Note: this actually performs the binding using the host graphics API.
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@ -117,6 +117,9 @@ namespace Ryujinx.Graphics.Gpu.State
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/// </summary>
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/// </summary>
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private void InitializeDefaultState()
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private void InitializeDefaultState()
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{
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{
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// Enable Rasterizer
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_backingMemory[(int)MethodOffset.RasterizeEnable] = 1;
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// Depth ranges.
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// Depth ranges.
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for (int index = 0; index < 8; index++)
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for (int index = 0; index < 8; index++)
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{
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{
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@ -53,11 +53,11 @@ namespace Ryujinx.Graphics.Gpu.State
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public static TableItem[] Table = new TableItem[]
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public static TableItem[] Table = new TableItem[]
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{
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{
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new TableItem(MethodOffset.RtColorState, typeof(RtColorState), 8),
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new TableItem(MethodOffset.RtColorState, typeof(RtColorState), 8),
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new TableItem(MethodOffset.ViewportTransform, typeof(ViewportTransform), 8),
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new TableItem(MethodOffset.ViewportTransform, typeof(ViewportTransform), Constants.TotalViewports),
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new TableItem(MethodOffset.ViewportExtents, typeof(ViewportExtents), 8),
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new TableItem(MethodOffset.ViewportExtents, typeof(ViewportExtents), Constants.TotalViewports),
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new TableItem(MethodOffset.VertexBufferDrawState, typeof(VertexBufferDrawState), 1),
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new TableItem(MethodOffset.VertexBufferDrawState, typeof(VertexBufferDrawState), 1),
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new TableItem(MethodOffset.DepthBiasState, typeof(DepthBiasState), 1),
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new TableItem(MethodOffset.DepthBiasState, typeof(DepthBiasState), 1),
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new TableItem(MethodOffset.ScissorState, typeof(ScissorState), 8),
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new TableItem(MethodOffset.ScissorState, typeof(ScissorState), Constants.TotalViewports),
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new TableItem(MethodOffset.StencilBackMasks, typeof(StencilBackMasks), 1),
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new TableItem(MethodOffset.StencilBackMasks, typeof(StencilBackMasks), 1),
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new TableItem(MethodOffset.RtDepthStencilState, typeof(RtDepthStencilState), 1),
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new TableItem(MethodOffset.RtDepthStencilState, typeof(RtDepthStencilState), 1),
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new TableItem(MethodOffset.VertexAttribState, typeof(VertexAttribState), 16),
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new TableItem(MethodOffset.VertexAttribState, typeof(VertexAttribState), 16),
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@ -16,6 +16,7 @@ namespace Ryujinx.Graphics.Gpu.State
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DispatchParamsAddress = 0xad,
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DispatchParamsAddress = 0xad,
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Dispatch = 0xaf,
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Dispatch = 0xaf,
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CopyBuffer = 0xc0,
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CopyBuffer = 0xc0,
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RasterizeEnable = 0xdf,
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CopyBufferParams = 0x100,
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CopyBufferParams = 0x100,
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CopyBufferSwizzle = 0x1c2,
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CopyBufferSwizzle = 0x1c2,
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CopyBufferDstTexture = 0x1c3,
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CopyBufferDstTexture = 0x1c3,
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@ -10,6 +10,8 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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private Program _program;
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private Program _program;
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private bool _rasterizerDiscard;
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private VertexArray _vertexArray;
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private VertexArray _vertexArray;
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private Framebuffer _framebuffer;
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private Framebuffer _framebuffer;
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@ -31,14 +33,13 @@ namespace Ryujinx.Graphics.OpenGL
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private uint[] _componentMasks;
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private uint[] _componentMasks;
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private readonly bool[] _scissorEnable;
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private bool _scissor0Enable = false;
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internal Pipeline()
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internal Pipeline()
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{
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{
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_rasterizerDiscard = false;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_scissorEnable = new bool[8];
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}
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}
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public void Barrier()
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public void Barrier()
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@ -644,6 +645,20 @@ namespace Ryujinx.Graphics.OpenGL
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_program.Bind();
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_program.Bind();
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}
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}
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public void SetRasterizerDiscard(bool discard)
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{
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if (discard)
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{
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GL.Enable(EnableCap.RasterizerDiscard);
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}
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else
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{
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GL.Disable(EnableCap.RasterizerDiscard);
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}
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_rasterizerDiscard = discard;
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}
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public void SetRenderTargetColorMasks(uint[] componentMasks)
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public void SetRenderTargetColorMasks(uint[] componentMasks)
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{
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{
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_componentMasks = (uint[])componentMasks.Clone();
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_componentMasks = (uint[])componentMasks.Clone();
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@ -697,7 +712,10 @@ namespace Ryujinx.Graphics.OpenGL
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GL.Disable(IndexedEnableCap.ScissorTest, index);
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GL.Disable(IndexedEnableCap.ScissorTest, index);
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}
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}
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_scissorEnable[index] = enable;
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if (index == 0)
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{
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_scissor0Enable = enable;
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}
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}
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}
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public void SetScissor(int index, int x, int y, int width, int height)
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public void SetScissor(int index, int x, int y, int width, int height)
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@ -959,14 +977,19 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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}
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}
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public void RestoreScissorEnable()
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public void RestoreScissor0Enable()
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{
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{
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for (int index = 0; index < 8; index++)
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if (_scissor0Enable)
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{
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{
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if (_scissorEnable[index])
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GL.Enable(IndexedEnableCap.ScissorTest, 0);
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{
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}
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GL.Enable(IndexedEnableCap.ScissorTest, index);
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}
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}
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public void RestoreRasterizerDiscard()
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{
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if (_rasterizerDiscard)
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{
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GL.Enable(EnableCap.RasterizerDiscard);
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}
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}
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}
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}
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@ -41,7 +41,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.ScissorTest);
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GL.Disable(EnableCap.RasterizerDiscard);
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GL.Disable(IndexedEnableCap.ScissorTest, 0);
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GL.BlitFramebuffer(
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GL.BlitFramebuffer(
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srcRegion.X1,
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srcRegion.X1,
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@ -58,7 +59,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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((Pipeline)_renderer.Pipeline).RestoreScissorEnable();
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((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
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((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
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}
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}
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private static void Attach(FramebufferTarget target, Format format, int handle)
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private static void Attach(FramebufferTarget target, Format format, int handle)
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@ -59,7 +59,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.ScissorTest);
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GL.Disable(EnableCap.RasterizerDiscard);
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GL.Disable(IndexedEnableCap.ScissorTest, 0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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@ -126,7 +127,8 @@ namespace Ryujinx.Graphics.OpenGL
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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((Pipeline)_renderer.Pipeline).RestoreScissorEnable();
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((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
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((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
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}
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}
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private int GetCopyFramebufferHandleLazy()
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private int GetCopyFramebufferHandleLazy()
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