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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp10
-rw-r--r--src/video_core/renderer_opengl/gl_state.h16
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp7
3 files changed, 20 insertions, 13 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 2e974c98a..d1ae8a7c5 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -1059,7 +1059,7 @@ void RasterizerOpenGL::SyncStencilTestState() {
state.stencil.back.action_depth_fail = GL_KEEP;
state.stencil.back.action_depth_pass = GL_KEEP;
}
- state.MarkDirtyStencilState(true);
+ state.MarkDirtyStencilState();
maxwell3d.dirty.stencil_test = false;
}
@@ -1081,7 +1081,7 @@ void RasterizerOpenGL::SyncColorMask() {
dest.alpha_enabled = (source.A == 0) ? GL_FALSE : GL_TRUE;
}
- state.MarkDirtyColorMask(true);
+ state.MarkDirtyColorMask();
maxwell3d.dirty.color_mask = false;
}
@@ -1125,7 +1125,7 @@ void RasterizerOpenGL::SyncBlendState() {
state.blend[i].enabled = false;
}
maxwell3d.dirty.blend_state = false;
- state.MarkDirtyBlendState(true);
+ state.MarkDirtyBlendState();
return;
}
@@ -1143,7 +1143,7 @@ void RasterizerOpenGL::SyncBlendState() {
blend.dst_a_func = MaxwellToGL::BlendFunc(src.factor_dest_a);
}
- state.MarkDirtyBlendState(true);
+ state.MarkDirtyBlendState();
maxwell3d.dirty.blend_state = false;
}
@@ -1209,7 +1209,7 @@ void RasterizerOpenGL::SyncPolygonOffset() {
state.polygon_offset.factor = regs.polygon_offset_factor;
state.polygon_offset.clamp = regs.polygon_offset_clamp;
- state.MarkDirtyPolygonOffset(true);
+ state.MarkDirtyPolygonOffset();
maxwell3d.dirty.polygon_offset = false;
}
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 6a85d15b1..fdf9a8a12 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -238,20 +238,20 @@ public:
/// Viewport does not affects glClearBuffer so emulate viewport using scissor test
void EmulateViewportWithScissor();
- void MarkDirtyBlendState(const bool is_dirty) {
- dirty.blend_state = is_dirty;
+ void MarkDirtyBlendState() {
+ dirty.blend_state = true;
}
- void MarkDirtyStencilState(const bool is_dirty) {
- dirty.stencil_state = is_dirty;
+ void MarkDirtyStencilState() {
+ dirty.stencil_state = true;
}
- void MarkDirtyPolygonOffset(const bool is_dirty) {
- dirty.polygon_offset = is_dirty;
+ void MarkDirtyPolygonOffset() {
+ dirty.polygon_offset = true;
}
- void MarkDirtyColorMask(const bool is_dirty) {
- dirty.color_mask = is_dirty;
+ void MarkDirtyColorMask() {
+ dirty.color_mask = true;
}
void AllDirty() {
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 9ecdddb0d..a05cef3b9 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -108,6 +108,7 @@ void RendererOpenGL::SwapBuffers(
// Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
+ state.AllDirty();
state.Apply();
if (framebuffer) {
@@ -140,6 +141,7 @@ void RendererOpenGL::SwapBuffers(
system.GetPerfStats().BeginSystemFrame();
// Restore the rasterizer state
+ prev_state.AllDirty();
prev_state.Apply();
}
@@ -206,6 +208,7 @@ void RendererOpenGL::InitOpenGLObjects() {
// Link shaders and get variable locations
shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
state.draw.shader_program = shader.handle;
+ state.AllDirty();
state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
@@ -338,12 +341,14 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
// Workaround brigthness problems in SMO by enabling sRGB in the final output
// if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987
state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
+ state.AllDirty();
state.Apply();
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Restore default state
state.framebuffer_srgb.enabled = false;
state.texture_units[0].texture = 0;
+ state.AllDirty();
state.Apply();
// Clear sRGB state for the next frame
OpenGLState::ClearsRGBUsed();
@@ -388,6 +393,7 @@ void RendererOpenGL::CaptureScreenshot() {
GLuint old_read_fb = state.draw.read_framebuffer;
GLuint old_draw_fb = state.draw.draw_framebuffer;
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
+ state.AllDirty();
state.Apply();
Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
@@ -407,6 +413,7 @@ void RendererOpenGL::CaptureScreenshot() {
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
state.draw.draw_framebuffer = old_draw_fb;
+ state.AllDirty();
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);