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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 22:29:39 -06:00
Convert BPMemory to BitField and enum class
Additional changes: - For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare. (Shift has also been renamed to scale) - In TexMode0, min_filter has been split into min_mip and min_filter. - In TexImage1, image_type is now cache_manually_managed. - The unused bit in GenMode is now exposed. - LPSize's lineaspect is now named adjust_for_aspect_ratio.
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@ -1140,11 +1140,11 @@ void Renderer::ApplyRasterizationState(const RasterizationState state)
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return;
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// none, ccw, cw, ccw
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if (state.cullmode != GenMode::CULL_NONE)
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if (state.cullmode != CullMode::None)
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{
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// TODO: GX_CULL_ALL not supported, yet!
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glEnable(GL_CULL_FACE);
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glFrontFace(state.cullmode == GenMode::CULL_FRONT ? GL_CCW : GL_CW);
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glFrontFace(state.cullmode == CullMode::Front ? GL_CCW : GL_CW);
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}
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else
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{
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@ -1166,7 +1166,7 @@ void Renderer::ApplyDepthState(const DepthState state)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(state.updateenable ? GL_TRUE : GL_FALSE);
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glDepthFunc(glCmpFuncs[state.func]);
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glDepthFunc(glCmpFuncs[u32(state.func.Value())]);
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}
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else
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{
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@ -1229,8 +1229,10 @@ void Renderer::ApplyBlendingState(const BlendingState state)
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GLenum equation = state.subtract ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equationAlpha = state.subtractAlpha ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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glBlendEquationSeparate(equation, equationAlpha);
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glBlendFuncSeparate(src_factors[state.srcfactor], dst_factors[state.dstfactor],
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src_factors[state.srcfactoralpha], dst_factors[state.dstfactoralpha]);
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glBlendFuncSeparate(src_factors[u32(state.srcfactor.Value())],
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dst_factors[u32(state.dstfactor.Value())],
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src_factors[u32(state.srcfactoralpha.Value())],
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dst_factors[u32(state.dstfactoralpha.Value())]);
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}
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const GLenum logic_op_codes[16] = {
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@ -1244,7 +1246,7 @@ void Renderer::ApplyBlendingState(const BlendingState state)
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if (state.logicopenable)
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{
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glEnable(GL_COLOR_LOGIC_OP);
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glLogicOp(logic_op_codes[state.logicmode]);
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glLogicOp(logic_op_codes[u32(state.logicmode.Value())]);
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}
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else
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{
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