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https://github.com/dolphin-emu/dolphin.git
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OGL: Add some basic state tracking
We would want to improve the granularity here in the future, but for now, this should avoid any performance loss from switching to the VideoCommon shader cache.
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@ -1290,8 +1290,11 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
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glClear(clear_mask);
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}
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void Renderer::ApplyBlendingState(const BlendingState& state)
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void Renderer::ApplyBlendingState(const BlendingState state, bool force)
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{
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if (!force && m_current_blend_state == state)
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return;
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bool useDualSource =
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state.usedualsrc && g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
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(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) || state.dstalpha);
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@ -1364,6 +1367,7 @@ void Renderer::ApplyBlendingState(const BlendingState& state)
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}
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glColorMask(state.colorupdate, state.colorupdate, state.colorupdate, state.alphaupdate);
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m_current_blend_state = state;
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}
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// This function has the final picture. We adjust the aspect ratio here.
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@ -1561,15 +1565,19 @@ void Renderer::RestoreAPIState()
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glEnable(GL_CLIP_DISTANCE0);
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glEnable(GL_CLIP_DISTANCE1);
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}
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BPFunctions::SetGenerationMode();
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BPFunctions::SetScissor();
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BPFunctions::SetViewport();
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BPFunctions::SetDepthMode();
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BPFunctions::SetBlendMode();
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ApplyRasterizationState(m_current_rasterization_state, true);
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ApplyDepthState(m_current_depth_state, true);
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ApplyBlendingState(m_current_blend_state, true);
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}
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void Renderer::ApplyRasterizationState(const RasterizationState& state)
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void Renderer::ApplyRasterizationState(const RasterizationState state, bool force)
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{
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if (!force && m_current_rasterization_state == 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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{
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@ -1581,10 +1589,15 @@ void Renderer::ApplyRasterizationState(const RasterizationState& state)
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{
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glDisable(GL_CULL_FACE);
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}
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m_current_rasterization_state = state;
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}
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void Renderer::ApplyDepthState(const DepthState& state)
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void Renderer::ApplyDepthState(const DepthState state, bool force)
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{
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if (!force && m_current_depth_state == state)
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return;
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const GLenum glCmpFuncs[8] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
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@ -1602,6 +1615,8 @@ void Renderer::ApplyDepthState(const DepthState& state)
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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}
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m_current_depth_state = state;
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}
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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