Fix logic ops not being enabled in the OpenGL renderer
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dc48deaecc
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@ -168,6 +168,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
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glEnable(GL_BLEND);
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// Sync fixed function OpenGL state
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// Sync fixed function OpenGL state
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SyncClipEnabled();
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SyncClipEnabled();
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SyncClipCoef();
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SyncClipCoef();
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@ -33,7 +33,7 @@ OpenGLState::OpenGLState() {
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stencil.action_depth_pass = GL_KEEP;
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stencil.action_depth_pass = GL_KEEP;
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stencil.action_stencil_fail = GL_KEEP;
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stencil.action_stencil_fail = GL_KEEP;
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blend.enabled = false;
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blend.enabled = true;
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blend.rgb_equation = GL_FUNC_ADD;
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blend.rgb_equation = GL_FUNC_ADD;
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blend.a_equation = GL_FUNC_ADD;
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blend.a_equation = GL_FUNC_ADD;
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blend.src_rgb_func = GL_ONE;
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blend.src_rgb_func = GL_ONE;
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@ -148,9 +148,6 @@ void OpenGLState::Apply() const {
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if (blend.enabled != cur_state.blend.enabled) {
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if (blend.enabled != cur_state.blend.enabled) {
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if (blend.enabled) {
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if (blend.enabled) {
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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cur_state.logic_op = GL_COPY;
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glLogicOp(cur_state.logic_op);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_COLOR_LOGIC_OP);
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} else {
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} else {
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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