mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: use less verbose code
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@ -23,48 +23,48 @@
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#include "GLState.h"
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namespace GLState {
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GLuint fbo = 0;
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GSVector2i viewport(0, 0);
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GSVector4i scissor(0, 0, 0, 0);
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GLuint fbo;
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GSVector2i viewport;
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GSVector4i scissor;
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bool blend = false;
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GLenum eq_RGB = 0;
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GLenum eq_A = 0;
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GLenum f_sRGB = 0;
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GLenum f_dRGB = 0;
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GLenum f_sA = 0;
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GLenum f_dA = 0;
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bool r_msk = true;
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bool g_msk = true;
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bool b_msk = true;
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bool a_msk = true;
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float bf = 0.0;
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bool blend;
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GLenum eq_RGB;
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GLenum eq_A ;
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GLenum f_sRGB;
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GLenum f_dRGB;
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GLenum f_sA;
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GLenum f_dA;
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bool r_msk;
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bool g_msk;
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bool b_msk;
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bool a_msk;
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float bf;
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bool depth = false;
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GLenum depth_func = 0;
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bool depth_mask = false;
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bool depth;
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GLenum depth_func;
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bool depth_mask;
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bool stencil = false;
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GLenum stencil_func = 0;
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GLenum stencil_pass = 0;
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bool stencil;
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GLenum stencil_func;
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GLenum stencil_pass;
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GLuint ubo = 0;
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GLuint ubo;
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GLuint ps_ss = 0;
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GLuint ps_ss;
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GLuint rt = 0;
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GLuint ds = 0;
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GLuint tex_unit[4] = {0, 0, 0, 0};
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GLuint64 tex_handle[4] = { 0, 0, 0, 0};
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bool dirty_ressources = false;
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GLuint rt;
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GLuint ds;
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GLuint tex_unit[4];
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GLuint64 tex_handle[4];
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bool dirty_ressources;
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GLuint ps = 0;
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GLuint gs = 0;
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GLuint vs = 0;
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GLuint program = 0;
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bool dirty_prog = false;
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bool dirty_subroutine_vs = false;
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bool dirty_subroutine_ps = false;
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GLuint ps;
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GLuint gs;
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GLuint vs;
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GLuint program;
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bool dirty_prog;
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bool dirty_subroutine_vs;
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bool dirty_subroutine_ps;
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#if 0
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struct {
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GSVertexBufferStateOGL* vb;
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