mirror of
				https://git.zaroz.cloud/nintendo-back-up/yuzu/yuzu.git
				synced 2025-05-12 00:45:25 +00:00 
			
		
		
		
	Merge pull request #592 from bunnei/cleanup-gl-state
gl_state: Remove unused state management from 3DS.
This commit is contained in:
		
						commit
						73de9bab1a
					
				@ -56,16 +56,6 @@ OpenGLState::OpenGLState() {
 | 
			
		||||
        texture_unit.swizzle.a = GL_ALPHA;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    lighting_lut.texture_buffer = 0;
 | 
			
		||||
 | 
			
		||||
    fog_lut.texture_buffer = 0;
 | 
			
		||||
 | 
			
		||||
    proctex_lut.texture_buffer = 0;
 | 
			
		||||
    proctex_diff_lut.texture_buffer = 0;
 | 
			
		||||
    proctex_color_map.texture_buffer = 0;
 | 
			
		||||
    proctex_alpha_map.texture_buffer = 0;
 | 
			
		||||
    proctex_noise_lut.texture_buffer = 0;
 | 
			
		||||
 | 
			
		||||
    draw.read_framebuffer = 0;
 | 
			
		||||
    draw.draw_framebuffer = 0;
 | 
			
		||||
    draw.vertex_array = 0;
 | 
			
		||||
@ -229,48 +219,6 @@ void OpenGLState::Apply() const {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Lighting LUTs
 | 
			
		||||
    if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
 | 
			
		||||
        glActiveTexture(TextureUnits::LightingLUT.Enum());
 | 
			
		||||
        glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Fog LUT
 | 
			
		||||
    if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
 | 
			
		||||
        glActiveTexture(TextureUnits::FogLUT.Enum());
 | 
			
		||||
        glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // ProcTex Noise LUT
 | 
			
		||||
    if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
 | 
			
		||||
        glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
 | 
			
		||||
        glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // ProcTex Color Map
 | 
			
		||||
    if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
 | 
			
		||||
        glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
 | 
			
		||||
        glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // ProcTex Alpha Map
 | 
			
		||||
    if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
 | 
			
		||||
        glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
 | 
			
		||||
        glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // ProcTex LUT
 | 
			
		||||
    if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
 | 
			
		||||
        glActiveTexture(TextureUnits::ProcTexLUT.Enum());
 | 
			
		||||
        glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // ProcTex Diff LUT
 | 
			
		||||
    if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
 | 
			
		||||
        glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
 | 
			
		||||
        glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Framebuffer
 | 
			
		||||
    if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
 | 
			
		||||
        glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
 | 
			
		||||
@ -344,20 +292,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
 | 
			
		||||
            unit.texture_2d = 0;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    if (lighting_lut.texture_buffer == handle)
 | 
			
		||||
        lighting_lut.texture_buffer = 0;
 | 
			
		||||
    if (fog_lut.texture_buffer == handle)
 | 
			
		||||
        fog_lut.texture_buffer = 0;
 | 
			
		||||
    if (proctex_noise_lut.texture_buffer == handle)
 | 
			
		||||
        proctex_noise_lut.texture_buffer = 0;
 | 
			
		||||
    if (proctex_color_map.texture_buffer == handle)
 | 
			
		||||
        proctex_color_map.texture_buffer = 0;
 | 
			
		||||
    if (proctex_alpha_map.texture_buffer == handle)
 | 
			
		||||
        proctex_alpha_map.texture_buffer = 0;
 | 
			
		||||
    if (proctex_lut.texture_buffer == handle)
 | 
			
		||||
        proctex_lut.texture_buffer = 0;
 | 
			
		||||
    if (proctex_diff_lut.texture_buffer == handle)
 | 
			
		||||
        proctex_diff_lut.texture_buffer = 0;
 | 
			
		||||
    return *this;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -93,34 +93,6 @@ public:
 | 
			
		||||
        } swizzle;
 | 
			
		||||
    } texture_units[32];
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | 
			
		||||
    } lighting_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | 
			
		||||
    } fog_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | 
			
		||||
    } proctex_noise_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | 
			
		||||
    } proctex_color_map;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | 
			
		||||
    } proctex_alpha_map;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | 
			
		||||
    } proctex_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | 
			
		||||
    } proctex_diff_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 | 
			
		||||
        GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user