Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP.

This commit is contained in:
Henrik Rydgard committed 2015-09-06 12:42:15 +02:00
1 parent cfe4c033b9
commit 72ae497350
17 files changed
+31 -67

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+1 -34
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@@ -48,8 +48,8 @@
#include "file/zip_read.h"
#include "thread/thread.h"
#include "net/http_client.h"
#include "gfx_es2/gl_state.h" // TODO: Get rid of this from here
#include "gfx_es2/draw_text.h"
#include "gfx_es2/gpu_features.h"
#include "gfx/gl_lost_manager.h"
#include "gfx/texture.h"
#include "i18n/i18n.h"
@@ -85,9 +85,6 @@
#include "EmuScreen.h"
#include "GameInfoCache.h"
#include "HostTypes.h"
#ifdef _WIN32
#include "GPU/Directx9/helper/dx_state.h"
#endif
#include "UI/OnScreenDisplay.h"
#include "UI/MiscScreens.h"
#include "UI/TiltEventProcessor.h"
@@ -571,11 +568,6 @@ void NativeInitGraphics() {
screenManager->setUIContext(uiContext);
screenManager->setThin3DContext(thin3d);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
winAudioBackend->Init(MainWindow::GetHWND(), &Win32Mix, 44100);
@@ -684,19 +676,6 @@ void NativeRender() {
viewport.MaxDepth = 1.0;
viewport.MinDepth = 0.0;
thin3d->SetViewports(1, &viewport);
if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glstate.Restore();
} else {
#ifdef _WIN32
DX9::dxstate.depthWrite.set(true);
DX9::dxstate.colorMask.set(true, true, true, true);
DX9::dxstate.Restore();
#endif
}
thin3d->SetTargetSize(pixel_xres, pixel_yres);
float xres = dp_xres;
@@ -727,17 +706,6 @@ void NativeRender() {
TakeScreenshot();
}
thin3d->SetScissorEnabled(false);
if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} else {
#ifdef _WIN32
DX9::dxstate.depthWrite.set(true);
DX9::dxstate.colorMask.set(true, true, true, true);
#endif
}
if (resized) {
resized = false;
if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
@@ -780,7 +748,6 @@ void NativeDeviceLost() {
if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
gl_lost();
glstate.Restore();
}
// Should dirty EVERYTHING
}