mirror of https://git.suyu.dev/suyu/suyu
Merge pull request #592 from bunnei/cleanup-gl-state
gl_state: Remove unused state management from 3DS.
This commit is contained in:
commit
73de9bab1a
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@ -56,16 +56,6 @@ OpenGLState::OpenGLState() {
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texture_unit.swizzle.a = GL_ALPHA;
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texture_unit.swizzle.a = GL_ALPHA;
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}
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}
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lighting_lut.texture_buffer = 0;
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fog_lut.texture_buffer = 0;
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proctex_lut.texture_buffer = 0;
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proctex_diff_lut.texture_buffer = 0;
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proctex_color_map.texture_buffer = 0;
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proctex_alpha_map.texture_buffer = 0;
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proctex_noise_lut.texture_buffer = 0;
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draw.read_framebuffer = 0;
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draw.read_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.vertex_array = 0;
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draw.vertex_array = 0;
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@ -229,48 +219,6 @@ void OpenGLState::Apply() const {
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}
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}
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}
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}
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// Lighting LUTs
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if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
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}
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// Fog LUT
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if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
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glActiveTexture(TextureUnits::FogLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
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}
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// ProcTex Noise LUT
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if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
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}
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// ProcTex Color Map
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if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
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}
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// ProcTex Alpha Map
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if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
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}
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// ProcTex LUT
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if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
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}
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// ProcTex Diff LUT
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if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
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}
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// Framebuffer
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// Framebuffer
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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@ -344,20 +292,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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unit.texture_2d = 0;
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unit.texture_2d = 0;
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}
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}
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}
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}
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if (lighting_lut.texture_buffer == handle)
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lighting_lut.texture_buffer = 0;
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if (fog_lut.texture_buffer == handle)
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fog_lut.texture_buffer = 0;
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if (proctex_noise_lut.texture_buffer == handle)
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proctex_noise_lut.texture_buffer = 0;
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if (proctex_color_map.texture_buffer == handle)
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proctex_color_map.texture_buffer = 0;
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if (proctex_alpha_map.texture_buffer == handle)
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proctex_alpha_map.texture_buffer = 0;
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if (proctex_lut.texture_buffer == handle)
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proctex_lut.texture_buffer = 0;
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if (proctex_diff_lut.texture_buffer == handle)
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proctex_diff_lut.texture_buffer = 0;
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return *this;
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return *this;
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}
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}
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@ -93,34 +93,6 @@ public:
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} swizzle;
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} swizzle;
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} texture_units[32];
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} texture_units[32];
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} lighting_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} fog_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_noise_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_color_map;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_alpha_map;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_diff_lut;
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struct {
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struct {
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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