diff options
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 18 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_state.cpp | 15 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_state.h | 7 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 1 |
4 files changed, 7 insertions, 34 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 975cd2f12..6bb6f9f47 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -446,12 +446,8 @@ void RasterizerOpenGL::Clear() { ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!"); use_depth = true; - // Always enable the depth write when clearing the depth buffer. The depth write mask is - // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to - // true. - clear_state.depth.test_enabled = true; - clear_state.depth.test_func = GL_ALWAYS; - clear_state.depth.write_mask = GL_TRUE; + // TODO: Signal state tracker about these changes + glDepthMask(GL_TRUE); } if (regs.clear_buffers.S) { ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!"); @@ -1036,14 +1032,12 @@ void RasterizerOpenGL::SyncPrimitiveRestart() { void RasterizerOpenGL::SyncDepthTestState() { const auto& regs = system.GPU().Maxwell3D().regs; - state.depth.test_enabled = regs.depth_test_enable != 0; - state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE; + glDepthMask(regs.depth_write_enabled ? GL_TRUE : GL_FALSE); - if (!state.depth.test_enabled) { - return; + oglEnable(GL_DEPTH_TEST, regs.depth_test_enable); + if (regs.depth_test_enable) { + glDepthFunc(MaxwellToGL::ComparisonOp(regs.depth_test_func)); } - - state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func); } void RasterizerOpenGL::SyncStencilTestState() { diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index 49a15f82f..45fa3042d 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -183,20 +183,6 @@ void OpenGLState::ApplyColorMask() { } } -void OpenGLState::ApplyDepth() { - Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled); - - if (cur_state.depth.test_func != depth.test_func) { - cur_state.depth.test_func = depth.test_func; - glDepthFunc(depth.test_func); - } - - if (cur_state.depth.write_mask != depth.write_mask) { - cur_state.depth.write_mask = depth.write_mask; - glDepthMask(depth.write_mask); - } -} - void OpenGLState::ApplyStencilTest() { Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled); @@ -380,7 +366,6 @@ void OpenGLState::Apply() { ApplyViewport(); ApplyStencilTest(); ApplySRgb(); - ApplyDepth(); ApplyBlending(); ApplyTextures(); ApplySamplers(); diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 938222d38..036eeae97 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -31,12 +31,6 @@ public: bool near_plane = false; } depth_clamp; // GL_DEPTH_CLAMP - struct { - bool test_enabled = false; // GL_DEPTH_TEST - GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK - GLenum test_func = GL_LESS; // GL_DEPTH_FUNC - } depth; - bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD struct ColorMask { @@ -137,7 +131,6 @@ public: void ApplySRgb(); void ApplyRasterizerDiscard(); void ApplyColorMask(); - void ApplyDepth(); void ApplyStencilTest(); void ApplyViewport(); void ApplyTargetBlending(std::size_t target, bool force); diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 104b11b0d..9cd67e05e 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -576,6 +576,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, glEnable(GL_CULL_FACE); glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_ALPHA_TEST); + glDisable(GL_DEPTH_TEST); glDisable(GL_POLYGON_OFFSET_FILL); glCullFace(GL_BACK); glFrontFace(GL_CW); |