Simplify depth test state updates (#1695)
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5189a807c4
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@ -25,8 +25,6 @@ namespace Ryujinx.Graphics.OpenGL
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private int _stencilFrontMask;
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private bool _depthMask;
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private bool _depthTest;
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private bool _hasDepthBuffer;
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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@ -671,12 +669,18 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetDepthTest(DepthTestDescriptor depthTest)
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{
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GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
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if (depthTest.TestEnable)
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{
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GL.Enable(EnableCap.DepthTest);
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GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
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}
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else
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{
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GL.Disable(EnableCap.DepthTest);
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}
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GL.DepthMask(depthTest.WriteEnable);
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_depthMask = depthTest.WriteEnable;
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_depthTest = depthTest.TestEnable;
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UpdateDepthTest();
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}
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public void SetFaceCulling(bool enable, Face face)
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@ -860,10 +864,6 @@ namespace Ryujinx.Graphics.OpenGL
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_framebuffer.AttachDepthStencil(depthStencilView);
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_framebuffer.SetDrawBuffers(colors.Length);
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_hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint;
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UpdateDepthTest();
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}
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public void SetSampler(int binding, ISampler sampler)
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@ -1161,31 +1161,6 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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private void UpdateDepthTest()
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{
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// Enabling depth operations is only valid when we have
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// a depth buffer, otherwise it's not allowed.
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if (_hasDepthBuffer)
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{
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if (_depthTest)
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{
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GL.Enable(EnableCap.DepthTest);
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}
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else
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{
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GL.Disable(EnableCap.DepthTest);
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}
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GL.DepthMask(_depthMask);
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}
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else
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{
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GL.Disable(EnableCap.DepthTest);
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GL.DepthMask(false);
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}
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}
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public void UpdateRenderScale(ShaderStage stage, float[] scales, int textureCount, int imageCount)
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{
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if (_program != null)
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