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https://github.com/Ryujinx/Ryujinx.git
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Implement some GPU features (#209)
* Implement stencil testing * Implement depth testing * Implement face culling * Implement front face * Comparison functions now take OGL enums too * Fix front facing when flipping was used * Add depth and stencil clear values
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@ -106,6 +106,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
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}
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public void SetFrontFace(GalFrontFace FrontFace)
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{
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GL.FrontFace(OGLEnumConverter.GetFrontFace(FrontFace));
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}
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public void EnableCullFace()
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{
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GL.Enable(EnableCap.CullFace);
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@ -116,6 +121,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Disable(EnableCap.CullFace);
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}
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public void SetCullFace(GalCullFace CullFace)
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{
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GL.CullFace(OGLEnumConverter.GetCullFace(CullFace));
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}
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public void EnableDepthTest()
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{
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GL.Enable(EnableCap.DepthTest);
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@ -131,6 +141,49 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.DepthFunc(OGLEnumConverter.GetDepthFunc(Func));
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}
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public void SetClearDepth(float Depth)
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{
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GL.ClearDepth(Depth);
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}
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public void EnableStencilTest()
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{
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GL.Enable(EnableCap.StencilTest);
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}
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public void DisableStencilTest()
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{
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GL.Disable(EnableCap.StencilTest);
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}
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public void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask)
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{
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GL.StencilFuncSeparate(
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IsFrontFace ? StencilFace.Front : StencilFace.Back,
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OGLEnumConverter.GetStencilFunc(Func),
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Ref,
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Mask);
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}
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public void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass)
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{
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GL.StencilOpSeparate(
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IsFrontFace ? StencilFace.Front : StencilFace.Back,
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OGLEnumConverter.GetStencilOp(Fail),
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OGLEnumConverter.GetStencilOp(ZFail),
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OGLEnumConverter.GetStencilOp(ZPass));
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}
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public void SetStencilMask(bool IsFrontFace, int Mask)
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{
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GL.StencilMaskSeparate(IsFrontFace ? StencilFace.Front : StencilFace.Back, Mask);
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}
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public void SetClearStencil(int Stencil)
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{
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GL.ClearStencil(Stencil);
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}
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public void CreateVbo(long Key, byte[] Buffer)
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{
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int Handle = GL.GenBuffer();
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