gl_rasterizer: Implement line widths and smooth lines
Implements "legacy" features from OpenGL present on hardware such as smooth lines and line width.
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a9f866264d
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@ -966,7 +966,10 @@ public:
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BitField<4, 1, u32> triangle_rast_flip;
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} screen_y_control;
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INSERT_UNION_PADDING_WORDS(0x21);
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float line_width_smooth;
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float line_width_aliased;
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INSERT_UNION_PADDING_WORDS(0x1F);
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u32 vb_element_base;
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u32 vb_base_instance;
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@ -1024,7 +1027,7 @@ public:
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float polygon_offset_factor;
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INSERT_UNION_PADDING_WORDS(0x1);
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u32 line_smooth_enable;
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struct {
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u32 tic_address_high;
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@ -1591,6 +1594,8 @@ ASSERT_REG_POSITION(stencil_front_func_mask, 0x4E6);
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ASSERT_REG_POSITION(stencil_front_mask, 0x4E7);
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ASSERT_REG_POSITION(frag_color_clamp, 0x4EA);
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ASSERT_REG_POSITION(screen_y_control, 0x4EB);
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ASSERT_REG_POSITION(line_width_smooth, 0x4EC);
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ASSERT_REG_POSITION(line_width_aliased, 0x4ED);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(vb_base_instance, 0x50E);
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ASSERT_REG_POSITION(clip_distance_enabled, 0x544);
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@ -1604,6 +1609,7 @@ ASSERT_REG_POSITION(multisample_control, 0x54F);
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ASSERT_REG_POSITION(condition, 0x554);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(polygon_offset_factor, 0x55B);
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ASSERT_REG_POSITION(line_smooth_enable, 0x55C);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(stencil_two_side_enable, 0x565);
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ASSERT_REG_POSITION(stencil_back_op_fail, 0x566);
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@ -496,6 +496,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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SyncPrimitiveRestart();
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SyncScissorTest();
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SyncPointState();
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SyncLineState();
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SyncPolygonOffset();
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SyncAlphaTest();
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SyncFramebufferSRGB();
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@ -1311,6 +1312,19 @@ void RasterizerOpenGL::SyncPointState() {
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glDisable(GL_PROGRAM_POINT_SIZE);
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}
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void RasterizerOpenGL::SyncLineState() {
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auto& gpu = system.GPU().Maxwell3D();
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::LineWidth]) {
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return;
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}
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flags[Dirty::LineWidth] = false;
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const auto& regs = gpu.regs;
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oglEnable(GL_LINE_SMOOTH, regs.line_smooth_enable);
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glLineWidth(regs.line_smooth_enable ? regs.line_width_smooth : regs.line_width_aliased);
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}
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void RasterizerOpenGL::SyncPolygonOffset() {
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auto& gpu = system.GPU().Maxwell3D();
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auto& flags = gpu.dirty.flags;
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@ -171,6 +171,9 @@ private:
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/// Syncs the point state to match the guest state
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void SyncPointState();
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/// Syncs the line state to match the guest state
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void SyncLineState();
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/// Syncs the rasterizer enable state to match the guest state
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void SyncRasterizeEnable();
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@ -185,6 +185,12 @@ void SetupDirtyPointSize(Tables& tables) {
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tables[0][OFF(point_sprite_enable)] = PointSize;
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}
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void SetupDirtyLineWidth(Tables& tables) {
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tables[0][OFF(line_width_smooth)] = LineWidth;
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tables[0][OFF(line_width_aliased)] = LineWidth;
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tables[0][OFF(line_smooth_enable)] = LineWidth;
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}
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void SetupDirtyClipControl(Tables& tables) {
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auto& table = tables[0];
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table[OFF(screen_y_control)] = ClipControl;
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@ -233,6 +239,7 @@ void StateTracker::Initialize() {
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SetupDirtyLogicOp(tables);
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SetupDirtyFragmentClampColor(tables);
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SetupDirtyPointSize(tables);
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SetupDirtyLineWidth(tables);
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SetupDirtyClipControl(tables);
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SetupDirtyDepthClampEnabled(tables);
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SetupDirtyMisc(tables);
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@ -78,6 +78,7 @@ enum : u8 {
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LogicOp,
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FragmentClampColor,
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PointSize,
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LineWidth,
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ClipControl,
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DepthClampEnabled,
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