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Maxwell3D: Implement Depth Mode.
This commit finishes adding depth mode that was reverted before due to other unresolved issues.
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@ -310,6 +310,11 @@ public:
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}
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};
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enum class DepthMode : u32 {
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MinusOneToOne = 0,
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ZeroToOne = 1,
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};
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enum class PrimitiveTopology : u32 {
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Points = 0x0,
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Lines = 0x1,
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@ -491,11 +496,6 @@ public:
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INSERT_UNION_PADDING_WORDS(1);
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};
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enum class DepthMode : u32 {
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MinusOneToOne = 0,
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ZeroToOne = 1,
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};
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enum class TessellationPrimitive : u32 {
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Isolines = 0,
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Triangles = 1,
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@ -676,7 +676,7 @@ public:
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u32 count;
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} vertex_buffer;
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INSERT_UNION_PADDING_WORDS(1);
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DepthMode depth_mode;
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float clear_color[4];
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float clear_depth;
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@ -1425,6 +1425,7 @@ ASSERT_REG_POSITION(rt, 0x200);
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ASSERT_REG_POSITION(viewport_transform, 0x280);
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ASSERT_REG_POSITION(viewports, 0x300);
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ASSERT_REG_POSITION(vertex_buffer, 0x35D);
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ASSERT_REG_POSITION(depth_mode, 0x35F);
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ASSERT_REG_POSITION(clear_color[0], 0x360);
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ASSERT_REG_POSITION(clear_depth, 0x364);
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ASSERT_REG_POSITION(clear_stencil, 0x368);
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@ -1028,6 +1028,10 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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flip_y = !flip_y;
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}
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state.clip_control.origin = flip_y ? GL_UPPER_LEFT : GL_LOWER_LEFT;
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state.clip_control.depth_mode =
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regs.depth_mode == Tegra::Engines::Maxwell3D::Regs::DepthMode::ZeroToOne
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? GL_ZERO_TO_ONE
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: GL_NEGATIVE_ONE_TO_ONE;
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}
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void RasterizerOpenGL::SyncClipEnabled(
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@ -411,8 +411,9 @@ void OpenGLState::ApplyAlphaTest() {
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}
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void OpenGLState::ApplyClipControl() {
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if (UpdateValue(cur_state.clip_control.origin, clip_control.origin)) {
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glClipControl(clip_control.origin, GL_NEGATIVE_ONE_TO_ONE);
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if (UpdateTie(std::tie(cur_state.clip_control.origin, cur_state.clip_control.depth_mode),
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std::tie(clip_control.origin, clip_control.depth_mode))) {
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glClipControl(clip_control.origin, clip_control.depth_mode);
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}
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}
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@ -150,6 +150,7 @@ public:
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struct {
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GLenum origin = GL_LOWER_LEFT;
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GLenum depth_mode = GL_NEGATIVE_ONE_TO_ONE;
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} clip_control;
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OpenGLState();
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