forked from ShuriZma/suyu
Implement Scissor Test
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@ -976,11 +976,16 @@ void RasterizerOpenGL::SyncAlphaTest() {
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void RasterizerOpenGL::SyncScissorTest() {
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void RasterizerOpenGL::SyncScissorTest() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(Rodrigo): Alpha testing is a legacy OpenGL feature, but it can be
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state.scissor.enabled = (regs.scissor_test.enable != 0);
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// implemented with a test+discard in fragment shaders.
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// TODO(Blinkhawk): Figure if the hardware supports scissor testing per viewport and how it's
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// implemented.
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if (regs.scissor_test.enable != 0) {
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if (regs.scissor_test.enable != 0) {
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LOG_CRITICAL(Render_OpenGL, "Scissor testing is not implemented");
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const u32 width = regs.scissor_test.max_x - regs.scissor_test.min_x;
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UNREACHABLE();
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const u32 height = regs.scissor_test.max_y - regs.scissor_test.min_y;
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state.scissor.x = regs.scissor_test.min_x;
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state.scissor.y = regs.scissor_test.min_y;
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state.scissor.width = width;
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state.scissor.height = height;
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}
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}
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}
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}
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