gl_state: Remove framebuffer sRGB tracking
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d5ab0358b6
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04d1134191
@ -332,7 +332,6 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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View depth_surface = texture_cache.GetDepthBufferSurface(true);
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const auto& regs = gpu.regs;
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state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
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// Bind the framebuffer surfaces
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@ -455,6 +454,9 @@ void RasterizerOpenGL::Clear() {
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}
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}
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// TODO: Signal state tracker about these changes
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SyncFramebufferSRGB();
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if (!use_color && !use_depth && !use_stencil) {
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// No color surface nor depth/stencil surface are enabled
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return;
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@ -511,6 +513,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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SyncPointState();
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SyncPolygonOffset();
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SyncAlphaTest();
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SyncFramebufferSRGB();
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buffer_cache.Acquire();
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@ -1198,4 +1201,9 @@ void RasterizerOpenGL::SyncAlphaTest() {
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}
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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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}
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} // namespace OpenGL
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@ -187,6 +187,9 @@ private:
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/// Syncs the alpha test state to match the guest state
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void SyncAlphaTest();
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/// Syncs the framebuffer sRGB state to match the guest state
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void SyncFramebufferSRGB();
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/// Check for extension that are not strictly required but are needed for correct emulation
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void CheckExtensions();
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@ -131,17 +131,6 @@ void OpenGLState::ApplyMultisample() {
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multisample_control.alpha_to_one);
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}
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void OpenGLState::ApplySRgb() {
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if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
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return;
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cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
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if (framebuffer_srgb.enabled) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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} else {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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}
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void OpenGLState::ApplyRasterizerDiscard() {
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Enable(GL_RASTERIZER_DISCARD, cur_state.rasterizer_discard, rasterizer_discard);
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}
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@ -341,7 +330,6 @@ void OpenGLState::Apply() {
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ApplyColorMask();
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ApplyViewport();
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ApplyStencilTest();
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ApplySRgb();
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ApplyBlending();
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ApplyTextures();
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ApplySamplers();
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@ -13,10 +13,6 @@ namespace OpenGL {
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class OpenGLState {
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public:
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struct {
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bool enabled = false; // GL_FRAMEBUFFER_SRGB
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} framebuffer_srgb;
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struct {
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bool alpha_to_coverage = false; // GL_ALPHA_TO_COVERAGE
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bool alpha_to_one = false; // GL_ALPHA_TO_ONE
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@ -121,7 +117,6 @@ public:
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void ApplyClipDistances();
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void ApplyFragmentColorClamp();
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void ApplyMultisample();
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void ApplySRgb();
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void ApplyRasterizerDiscard();
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void ApplyColorMask();
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void ApplyStencilTest();
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@ -528,9 +528,15 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
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OpenGLState state;
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state.draw.read_framebuffer = src_framebuffer.handle;
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state.draw.draw_framebuffer = dst_framebuffer.handle;
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state.framebuffer_srgb.enabled = dst_params.srgb_conversion;
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state.Apply();
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// TODO: Signal state tracker about these changes
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if (dst_params.srgb_conversion) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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} else {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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u32 buffers{};
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UNIMPLEMENTED_IF(src_params.target == SurfaceTarget::Texture3D);
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@ -555,11 +555,15 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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};
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state.textures[0] = screen_info.display_texture;
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state.framebuffer_srgb.enabled = screen_info.display_srgb;
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state.Apply();
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// TODO: Signal state tracker about these changes
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glEnable(GL_CULL_FACE);
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if (screen_info.display_srgb) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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} else {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_DEPTH_TEST);
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@ -577,8 +581,8 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Restore default state
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state.framebuffer_srgb.enabled = false;
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state.textures[0] = 0;
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state.Apply();
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}
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