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@0x0ade
Created November 29, 2015 18:46
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diff --git a/src/Graphics/OpenGLDevice.cs b/src/Graphics/OpenGLDevice.cs
index f2451ec..d830a73 100644
--- a/src/Graphics/OpenGLDevice.cs
+++ b/src/Graphics/OpenGLDevice.cs
@@ -8,7 +8,7 @@
#endregion
#region DISABLE_FAUXBACKBUFFER Option
-#define DISABLE_FAUXBACKBUFFER
+// #define DISABLE_FAUXBACKBUFFER
/* If you want to debug GL without the extra FBO in your way, you can use this.
* Note that we only enable a faux-backbuffer when the window size is not equal
* to the backbuffer size!
@@ -1292,15 +1296,15 @@ namespace Microsoft.Xna.Framework.Graphics
blendState.AlphaSourceBlend == Blend.One &&
blendState.AlphaDestinationBlend == Blend.Zero )
);
- if (newEnable != alphaBlendEnable)
+ //if (newEnable != alphaBlendEnable)
{
alphaBlendEnable = newEnable;
ToggleGLState(GLenum.GL_BLEND, alphaBlendEnable);
}
- if (alphaBlendEnable)
+ //if (alphaBlendEnable)
{
- if (blendState.BlendFactor != blendColor)
+ //if (blendState.BlendFactor != blendColor)
{
blendColor = blendState.BlendFactor;
glBlendColor(
@@ -1311,10 +1315,10 @@ namespace Microsoft.Xna.Framework.Graphics
);
}
- if ( blendState.ColorSourceBlend != srcBlend ||
- blendState.ColorDestinationBlend != dstBlend ||
- blendState.AlphaSourceBlend != srcBlendAlpha ||
- blendState.AlphaDestinationBlend != dstBlendAlpha )
+ //if ( blendState.ColorSourceBlend != srcBlend ||
+ // blendState.ColorDestinationBlend != dstBlend ||
+ // blendState.AlphaSourceBlend != srcBlendAlpha ||
+ // blendState.AlphaDestinationBlend != dstBlendAlpha )
{
srcBlend = blendState.ColorSourceBlend;
dstBlend = blendState.ColorDestinationBlend;
@@ -1328,8 +1332,8 @@ namespace Microsoft.Xna.Framework.Graphics
);
}
- if ( blendState.ColorBlendFunction != blendOp ||
- blendState.AlphaBlendFunction != blendOpAlpha )
+ //if ( blendState.ColorBlendFunction != blendOp ||
+ // blendState.AlphaBlendFunction != blendOpAlpha )
{
blendOp = blendState.ColorBlendFunction;
blendOpAlpha = blendState.AlphaBlendFunction;
@@ -1340,7 +1344,7 @@ namespace Microsoft.Xna.Framework.Graphics
}
}
- if (blendState.ColorWriteChannels != colorWriteEnable)
+ //if (blendState.ColorWriteChannels != colorWriteEnable)
{
colorWriteEnable = blendState.ColorWriteChannels;
glColorMask(
@@ -1403,34 +1407,34 @@ namespace Microsoft.Xna.Framework.Graphics
public void SetDepthStencilState(DepthStencilState depthStencilState)
{
- if (depthStencilState.DepthBufferEnable != zEnable)
+ //if (depthStencilState.DepthBufferEnable != zEnable)
{
zEnable = depthStencilState.DepthBufferEnable;
ToggleGLState(GLenum.GL_DEPTH_TEST, zEnable);
}
- if (zEnable)
+ //if (zEnable)
{
- if (depthStencilState.DepthBufferWriteEnable != zWriteEnable)
+ //if (depthStencilState.DepthBufferWriteEnable != zWriteEnable)
{
zWriteEnable = depthStencilState.DepthBufferWriteEnable;
glDepthMask(zWriteEnable);
}
- if (depthStencilState.DepthBufferFunction != depthFunc)
+ //if (depthStencilState.DepthBufferFunction != depthFunc)
{
depthFunc = depthStencilState.DepthBufferFunction;
glDepthFunc(XNAToGL.CompareFunc[(int) depthFunc]);
}
}
- if (depthStencilState.StencilEnable != stencilEnable)
+ //if (depthStencilState.StencilEnable != stencilEnable)
{
stencilEnable = depthStencilState.StencilEnable;
ToggleGLState(GLenum.GL_STENCIL_TEST, stencilEnable);
}
- if (stencilEnable)
+ //if (stencilEnable)
{
if (depthStencilState.StencilWriteMask != stencilWriteMask)
{
@@ -1439,7 +1443,7 @@ namespace Microsoft.Xna.Framework.Graphics
}
// TODO: Can we split StencilFunc/StencilOp up nicely? -flibit
- if ( depthStencilState.TwoSidedStencilMode != separateStencilEnable ||
+ /*if ( depthStencilState.TwoSidedStencilMode != separateStencilEnable ||
depthStencilState.ReferenceStencil != stencilRef ||
depthStencilState.StencilMask != stencilMask ||
depthStencilState.StencilFunction != stencilFunc ||
@@ -1449,7 +1453,7 @@ namespace Microsoft.Xna.Framework.Graphics
depthStencilState.StencilPass != stencilPass ||
depthStencilState.CounterClockwiseStencilFail != ccwStencilFail ||
depthStencilState.CounterClockwiseStencilDepthBufferFail != ccwStencilZFail ||
- depthStencilState.CounterClockwiseStencilPass != ccwStencilPass )
+ depthStencilState.CounterClockwiseStencilPass != ccwStencilPass )*/
{
separateStencilEnable = depthStencilState.TwoSidedStencilMode;
stencilRef = depthStencilState.ReferenceStencil;
@@ -1510,7 +1514,7 @@ namespace Microsoft.Xna.Framework.Graphics
RasterizerState rasterizerState,
bool renderTargetBound
) {
- if (rasterizerState.ScissorTestEnable != scissorTestEnable)
+ //if (rasterizerState.ScissorTestEnable != scissorTestEnable)
{
scissorTestEnable = rasterizerState.ScissorTestEnable;
ToggleGLState(GLenum.GL_SCISSOR_TEST, scissorTestEnable);
@@ -1537,7 +1541,7 @@ namespace Microsoft.Xna.Framework.Graphics
);
}
}
- if (actualMode != cullFrontFace)
+ //if (actualMode != cullFrontFace)
{
if ((actualMode == CullMode.None) != (cullFrontFace == CullMode.None))
{
@@ -1633,7 +1637,7 @@ namespace Microsoft.Xna.Framework.Graphics
}
// Set the active texture slot
- if (index != 0)
+ //if (index != 0)
{
glActiveTexture(GLenum.GL_TEXTURE0 + index);
}
@@ -1651,7 +1655,7 @@ namespace Microsoft.Xna.Framework.Graphics
}
// Apply the sampler states to the GL texture
- if (sampler.AddressU != tex.WrapS)
+ /*if (sampler.AddressU != tex.WrapS)
{
tex.WrapS = sampler.AddressU;
glTexParameteri(
@@ -1721,9 +1725,9 @@ namespace Microsoft.Xna.Framework.Graphics
GLenum.GL_TEXTURE_LOD_BIAS,
tex.LODBias
);
- }
+ }*/
- if (index != 0)
+ //if (index != 0)
{
// Keep this state sane. -flibit
glActiveTexture(GLenum.GL_TEXTURE0);
@@ -2360,7 +2364,7 @@ namespace Microsoft.Xna.Framework.Graphics
levelCount
);
BindTexture(result);
- glTexParameteri(
+ /*glTexParameteri(
result.Target,
GLenum.GL_TEXTURE_WRAP_S,
XNAToGL.Wrap[(int) result.WrapS]
@@ -2396,7 +2400,7 @@ namespace Microsoft.Xna.Framework.Graphics
result.Target,
GLenum.GL_TEXTURE_BASE_LEVEL,
result.MaxMipmapLevel
- );
+ );*/
if (!useES2)
{
glTexParameterf(
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