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	Merge pull request #3491 from ReinUsesLisp/polygon-modes
gl_rasterizer: Implement polygon modes and fill rectangles
This commit is contained in:
		@@ -524,6 +524,12 @@ public:
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            FractionalEven = 2,
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        };
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        enum class PolygonMode : u32 {
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            Point = 0x1b00,
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            Line = 0x1b01,
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            Fill = 0x1b02,
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        };
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        struct RenderTargetConfig {
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            u32 address_high;
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            u32 address_low;
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@@ -705,7 +711,12 @@ public:
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                s32 clear_stencil;
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                INSERT_UNION_PADDING_WORDS(0x7);
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                INSERT_UNION_PADDING_WORDS(0x2);
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                PolygonMode polygon_mode_front;
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                PolygonMode polygon_mode_back;
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                INSERT_UNION_PADDING_WORDS(0x3);
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                u32 polygon_offset_point_enable;
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                u32 polygon_offset_line_enable;
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@@ -764,7 +775,11 @@ public:
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                    BitField<12, 4, u32> viewport;
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                } clear_flags;
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                INSERT_UNION_PADDING_WORDS(0x19);
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                INSERT_UNION_PADDING_WORDS(0x10);
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                u32 fill_rectangle;
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                INSERT_UNION_PADDING_WORDS(0x8);
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                std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format;
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@@ -1422,6 +1437,8 @@ ASSERT_REG_POSITION(depth_mode, 0x35F);
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ASSERT_REG_POSITION(clear_color[0], 0x360);
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ASSERT_REG_POSITION(clear_depth, 0x364);
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ASSERT_REG_POSITION(clear_stencil, 0x368);
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ASSERT_REG_POSITION(polygon_mode_front, 0x36B);
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ASSERT_REG_POSITION(polygon_mode_back, 0x36C);
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ASSERT_REG_POSITION(polygon_offset_point_enable, 0x370);
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ASSERT_REG_POSITION(polygon_offset_line_enable, 0x371);
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ASSERT_REG_POSITION(polygon_offset_fill_enable, 0x372);
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@@ -1435,6 +1452,7 @@ ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
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ASSERT_REG_POSITION(depth_bounds, 0x3E7);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(clear_flags, 0x43E);
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ASSERT_REG_POSITION(fill_rectangle, 0x44F);
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ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
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ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(zeta_width, 0x48a);
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@@ -487,6 +487,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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    SyncViewport();
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    SyncRasterizeEnable();
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    SyncPolygonModes();
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    SyncColorMask();
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    SyncFragmentColorClampState();
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    SyncMultiSampleState();
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@@ -1096,6 +1097,45 @@ void RasterizerOpenGL::SyncRasterizeEnable() {
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    oglEnable(GL_RASTERIZER_DISCARD, gpu.regs.rasterize_enable == 0);
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}
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void RasterizerOpenGL::SyncPolygonModes() {
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    auto& gpu = system.GPU().Maxwell3D();
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    auto& flags = gpu.dirty.flags;
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    if (!flags[Dirty::PolygonModes]) {
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        return;
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    }
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    flags[Dirty::PolygonModes] = false;
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    if (gpu.regs.fill_rectangle) {
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        if (!GLAD_GL_NV_fill_rectangle) {
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            LOG_ERROR(Render_OpenGL, "GL_NV_fill_rectangle used and not supported");
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            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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            return;
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        }
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        flags[Dirty::PolygonModeFront] = true;
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        flags[Dirty::PolygonModeBack] = true;
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        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL_RECTANGLE_NV);
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        return;
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    }
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    if (gpu.regs.polygon_mode_front == gpu.regs.polygon_mode_back) {
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        flags[Dirty::PolygonModeFront] = false;
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        flags[Dirty::PolygonModeBack] = false;
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        glPolygonMode(GL_FRONT_AND_BACK, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_front));
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        return;
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    }
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    if (flags[Dirty::PolygonModeFront]) {
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        flags[Dirty::PolygonModeFront] = false;
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        glPolygonMode(GL_FRONT, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_front));
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    }
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    if (flags[Dirty::PolygonModeBack]) {
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        flags[Dirty::PolygonModeBack] = false;
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        glPolygonMode(GL_BACK, MaxwellToGL::PolygonMode(gpu.regs.polygon_mode_back));
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    }
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}
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void RasterizerOpenGL::SyncColorMask() {
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    auto& gpu = system.GPU().Maxwell3D();
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    auto& flags = gpu.dirty.flags;
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@@ -178,6 +178,9 @@ private:
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    /// Syncs the rasterizer enable state to match the guest state
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    void SyncRasterizeEnable();
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    /// Syncs polygon modes to match the guest state
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    void SyncPolygonModes();
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    /// Syncs Color Mask
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    void SyncColorMask();
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@@ -94,6 +94,15 @@ void SetupDirtyShaders(Tables& tables) {
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              Shaders);
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}
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void SetupDirtyPolygonModes(Tables& tables) {
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    tables[0][OFF(polygon_mode_front)] = PolygonModeFront;
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    tables[0][OFF(polygon_mode_back)] = PolygonModeBack;
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    tables[1][OFF(polygon_mode_front)] = PolygonModes;
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    tables[1][OFF(polygon_mode_back)] = PolygonModes;
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    tables[0][OFF(fill_rectangle)] = PolygonModes;
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}
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void SetupDirtyDepthTest(Tables& tables) {
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    auto& table = tables[0];
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    table[OFF(depth_test_enable)] = DepthTest;
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@@ -211,6 +220,7 @@ void StateTracker::Initialize() {
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    SetupDirtyVertexArrays(tables);
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    SetupDirtyVertexFormat(tables);
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    SetupDirtyShaders(tables);
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    SetupDirtyPolygonModes(tables);
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    SetupDirtyDepthTest(tables);
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    SetupDirtyStencilTest(tables);
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    SetupDirtyAlphaTest(tables);
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@@ -59,6 +59,10 @@ enum : u8 {
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    Shaders,
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    ClipDistances,
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    PolygonModes,
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    PolygonModeFront,
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    PolygonModeBack,
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    ColorMask,
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    FrontFace,
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    CullTest,
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@@ -111,6 +115,13 @@ public:
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        flags[OpenGL::Dirty::VertexInstance0 + 1] = true;
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    }
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    void NotifyPolygonModes() {
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        auto& flags = system.GPU().Maxwell3D().dirty.flags;
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        flags[OpenGL::Dirty::PolygonModes] = true;
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        flags[OpenGL::Dirty::PolygonModeFront] = true;
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        flags[OpenGL::Dirty::PolygonModeBack] = true;
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    }
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    void NotifyViewport0() {
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        auto& flags = system.GPU().Maxwell3D().dirty.flags;
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        flags[OpenGL::Dirty::Viewports] = true;
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@@ -488,5 +488,18 @@ inline GLenum LogicOp(Maxwell::LogicOperation operation) {
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    return GL_COPY;
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}
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inline GLenum PolygonMode(Maxwell::PolygonMode polygon_mode) {
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    switch (polygon_mode) {
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    case Maxwell::PolygonMode::Point:
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        return GL_POINT;
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    case Maxwell::PolygonMode::Line:
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        return GL_LINE;
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    case Maxwell::PolygonMode::Fill:
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        return GL_FILL;
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    }
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    UNREACHABLE_MSG("Invalid polygon mode={}", static_cast<int>(polygon_mode));
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    return GL_FILL;
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}
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} // namespace MaxwellToGL
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} // namespace OpenGL
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@@ -576,6 +576,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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    // TODO: Signal state tracker about these changes
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    state_tracker.NotifyScreenDrawVertexArray();
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    state_tracker.NotifyPolygonModes();
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    state_tracker.NotifyViewport0();
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    state_tracker.NotifyScissor0();
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    state_tracker.NotifyColorMask0();
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@@ -611,6 +612,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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    glDisable(GL_ALPHA_TEST);
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    glDisablei(GL_BLEND, 0);
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    glDisablei(GL_SCISSOR_TEST, 0);
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    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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    glCullFace(GL_BACK);
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    glFrontFace(GL_CW);
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    glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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