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@ -2,6 +2,7 @@ |
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <iterator>
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#include <glad/glad.h>
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#include "common/assert.h"
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@ -69,147 +70,29 @@ void Enable(GLenum cap, GLuint index, bool enable) { |
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} |
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void Enable(GLenum cap, bool& current_value, bool new_value) { |
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if (UpdateValue(current_value, new_value)) |
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if (UpdateValue(current_value, new_value)) { |
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Enable(cap, new_value); |
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} |
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} |
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void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) { |
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if (UpdateValue(current_value, new_value)) |
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if (UpdateValue(current_value, new_value)) { |
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Enable(cap, index, new_value); |
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} |
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} // namespace
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OpenGLState::OpenGLState() { |
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// These all match default OpenGL values
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framebuffer_srgb.enabled = false; |
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multisample_control.alpha_to_coverage = false; |
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multisample_control.alpha_to_one = false; |
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cull.enabled = false; |
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cull.mode = GL_BACK; |
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cull.front_face = GL_CCW; |
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depth.test_enabled = false; |
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depth.test_func = GL_LESS; |
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depth.write_mask = GL_TRUE; |
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primitive_restart.enabled = false; |
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primitive_restart.index = 0; |
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for (auto& item : color_mask) { |
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item.red_enabled = GL_TRUE; |
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item.green_enabled = GL_TRUE; |
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item.blue_enabled = GL_TRUE; |
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item.alpha_enabled = GL_TRUE; |
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} |
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} |
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const auto ResetStencil = [](auto& config) { |
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config.test_func = GL_ALWAYS; |
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config.test_ref = 0; |
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config.test_mask = 0xFFFFFFFF; |
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config.write_mask = 0xFFFFFFFF; |
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config.action_depth_fail = GL_KEEP; |
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config.action_depth_pass = GL_KEEP; |
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config.action_stencil_fail = GL_KEEP; |
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}; |
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stencil.test_enabled = false; |
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ResetStencil(stencil.front); |
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ResetStencil(stencil.back); |
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for (auto& item : viewports) { |
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item.x = 0; |
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item.y = 0; |
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item.width = 0; |
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item.height = 0; |
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item.depth_range_near = 0.0f; |
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item.depth_range_far = 1.0f; |
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item.scissor.enabled = false; |
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item.scissor.x = 0; |
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item.scissor.y = 0; |
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item.scissor.width = 0; |
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item.scissor.height = 0; |
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} |
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for (auto& item : blend) { |
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item.enabled = true; |
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item.rgb_equation = GL_FUNC_ADD; |
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item.a_equation = GL_FUNC_ADD; |
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item.src_rgb_func = GL_ONE; |
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item.dst_rgb_func = GL_ZERO; |
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item.src_a_func = GL_ONE; |
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item.dst_a_func = GL_ZERO; |
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} |
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independant_blend.enabled = false; |
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blend_color.red = 0.0f; |
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blend_color.green = 0.0f; |
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blend_color.blue = 0.0f; |
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blend_color.alpha = 0.0f; |
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logic_op.enabled = false; |
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logic_op.operation = GL_COPY; |
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draw.read_framebuffer = 0; |
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draw.draw_framebuffer = 0; |
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draw.vertex_array = 0; |
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draw.shader_program = 0; |
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draw.program_pipeline = 0; |
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clip_distance = {}; |
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point.size = 1; |
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fragment_color_clamp.enabled = false; |
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depth_clamp.far_plane = false; |
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depth_clamp.near_plane = false; |
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polygon_offset.fill_enable = false; |
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polygon_offset.line_enable = false; |
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polygon_offset.point_enable = false; |
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polygon_offset.factor = 0.0f; |
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polygon_offset.units = 0.0f; |
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polygon_offset.clamp = 0.0f; |
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} // Anonymous namespace
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alpha_test.enabled = false; |
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alpha_test.func = GL_ALWAYS; |
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alpha_test.ref = 0.0f; |
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} |
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OpenGLState::OpenGLState() = default; |
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void OpenGLState::SetDefaultViewports() { |
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for (auto& item : viewports) { |
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item.x = 0; |
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item.y = 0; |
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item.width = 0; |
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item.height = 0; |
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item.depth_range_near = 0.0f; |
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item.depth_range_far = 1.0f; |
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item.scissor.enabled = false; |
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item.scissor.x = 0; |
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item.scissor.y = 0; |
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item.scissor.width = 0; |
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item.scissor.height = 0; |
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} |
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viewports.fill(Viewport{}); |
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depth_clamp.far_plane = false; |
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depth_clamp.near_plane = false; |
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} |
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void OpenGLState::ApplyDefaultState() { |
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glEnable(GL_BLEND); |
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glDisable(GL_FRAMEBUFFER_SRGB); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_DEPTH_TEST); |
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glDisable(GL_PRIMITIVE_RESTART); |
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glDisable(GL_STENCIL_TEST); |
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glDisable(GL_COLOR_LOGIC_OP); |
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glDisable(GL_SCISSOR_TEST); |
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} |
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void OpenGLState::ApplyFramebufferState() const { |
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void OpenGLState::ApplyFramebufferState() { |
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if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) { |
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); |
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} |
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@ -218,52 +101,52 @@ void OpenGLState::ApplyFramebufferState() const { |
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} |
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} |
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void OpenGLState::ApplyVertexArrayState() const { |
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void OpenGLState::ApplyVertexArrayState() { |
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if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) { |
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glBindVertexArray(draw.vertex_array); |
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} |
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} |
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void OpenGLState::ApplyShaderProgram() const { |
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void OpenGLState::ApplyShaderProgram() { |
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if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) { |
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glUseProgram(draw.shader_program); |
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} |
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} |
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void OpenGLState::ApplyProgramPipeline() const { |
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void OpenGLState::ApplyProgramPipeline() { |
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if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) { |
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glBindProgramPipeline(draw.program_pipeline); |
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} |
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} |
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void OpenGLState::ApplyClipDistances() const { |
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void OpenGLState::ApplyClipDistances() { |
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for (std::size_t i = 0; i < clip_distance.size(); ++i) { |
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Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i], |
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clip_distance[i]); |
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} |
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} |
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void OpenGLState::ApplyPointSize() const { |
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void OpenGLState::ApplyPointSize() { |
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if (UpdateValue(cur_state.point.size, point.size)) { |
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glPointSize(point.size); |
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} |
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} |
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void OpenGLState::ApplyFragmentColorClamp() const { |
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void OpenGLState::ApplyFragmentColorClamp() { |
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if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) { |
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glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB, |
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fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE); |
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} |
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} |
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void OpenGLState::ApplyMultisample() const { |
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void OpenGLState::ApplyMultisample() { |
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Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage, |
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multisample_control.alpha_to_coverage); |
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Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one, |
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multisample_control.alpha_to_one); |
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} |
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void OpenGLState::ApplyDepthClamp() const { |
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void OpenGLState::ApplyDepthClamp() { |
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane && |
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) { |
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return; |
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@ -276,7 +159,7 @@ void OpenGLState::ApplyDepthClamp() const { |
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Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane); |
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} |
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void OpenGLState::ApplySRgb() const { |
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void OpenGLState::ApplySRgb() { |
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if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled) |
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return; |
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cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled; |
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@ -287,7 +170,7 @@ void OpenGLState::ApplySRgb() const { |
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} |
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} |
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void OpenGLState::ApplyCulling() const { |
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void OpenGLState::ApplyCulling() { |
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Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled); |
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if (UpdateValue(cur_state.cull.mode, cull.mode)) { |
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@ -299,7 +182,12 @@ void OpenGLState::ApplyCulling() const { |
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} |
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} |
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void OpenGLState::ApplyColorMask() const { |
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void OpenGLState::ApplyColorMask() { |
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if (!dirty.color_mask) { |
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return; |
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} |
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dirty.color_mask = false; |
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for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) { |
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const auto& updated = color_mask[i]; |
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auto& current = cur_state.color_mask[i]; |
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@ -314,7 +202,7 @@ void OpenGLState::ApplyColorMask() const { |
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} |
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} |
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void OpenGLState::ApplyDepth() const { |
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void OpenGLState::ApplyDepth() { |
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Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled); |
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if (cur_state.depth.test_func != depth.test_func) { |
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@ -328,7 +216,7 @@ void OpenGLState::ApplyDepth() const { |
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} |
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} |
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void OpenGLState::ApplyPrimitiveRestart() const { |
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void OpenGLState::ApplyPrimitiveRestart() { |
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Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled); |
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if (cur_state.primitive_restart.index != primitive_restart.index) { |
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@ -337,7 +225,12 @@ void OpenGLState::ApplyPrimitiveRestart() const { |
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} |
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} |
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void OpenGLState::ApplyStencilTest() const { |
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void OpenGLState::ApplyStencilTest() { |
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if (!dirty.stencil_state) { |
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return; |
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} |
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dirty.stencil_state = false; |
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Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled); |
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const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) { |
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@ -366,7 +259,7 @@ void OpenGLState::ApplyStencilTest() const { |
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ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back); |
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} |
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void OpenGLState::ApplyViewport() const { |
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void OpenGLState::ApplyViewport() { |
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for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) { |
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const auto& updated = viewports[i]; |
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auto& current = cur_state.viewports[i]; |
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@ -403,7 +296,7 @@ void OpenGLState::ApplyViewport() const { |
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} |
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} |
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void OpenGLState::ApplyGlobalBlending() const { |
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void OpenGLState::ApplyGlobalBlending() { |
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const Blend& updated = blend[0]; |
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Blend& current = cur_state.blend[0]; |
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@ -427,7 +320,7 @@ void OpenGLState::ApplyGlobalBlending() const { |
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} |
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} |
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void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const { |
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void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) { |
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const Blend& updated = blend[target]; |
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Blend& current = cur_state.blend[target]; |
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@ -451,7 +344,12 @@ void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const { |
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} |
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} |
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void OpenGLState::ApplyBlending() const { |
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void OpenGLState::ApplyBlending() { |
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if (!dirty.blend_state) { |
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return; |
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} |
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dirty.blend_state = false; |
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if (independant_blend.enabled) { |
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const bool force = independant_blend.enabled != cur_state.independant_blend.enabled; |
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for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) { |
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@ -470,7 +368,7 @@ void OpenGLState::ApplyBlending() const { |
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} |
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} |
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void OpenGLState::ApplyLogicOp() const { |
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void OpenGLState::ApplyLogicOp() { |
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Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled); |
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if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) { |
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@ -478,7 +376,12 @@ void OpenGLState::ApplyLogicOp() const { |
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} |
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} |
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void OpenGLState::ApplyPolygonOffset() const { |
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void OpenGLState::ApplyPolygonOffset() { |
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if (!dirty.polygon_offset) { |
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return; |
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} |
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dirty.polygon_offset = false; |
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Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable, |
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polygon_offset.fill_enable); |
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Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable, |
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@ -499,7 +402,7 @@ void OpenGLState::ApplyPolygonOffset() const { |
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} |
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} |
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void OpenGLState::ApplyAlphaTest() const { |
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void OpenGLState::ApplyAlphaTest() { |
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Enable(GL_ALPHA_TEST, cur_state.alpha_test.enabled, alpha_test.enabled); |
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if (UpdateTie(std::tie(cur_state.alpha_test.func, cur_state.alpha_test.ref), |
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std::tie(alpha_test.func, alpha_test.ref))) { |
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@ -507,19 +410,19 @@ void OpenGLState::ApplyAlphaTest() const { |
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} |
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} |
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void OpenGLState::ApplyTextures() const { |
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void OpenGLState::ApplyTextures() { |
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if (const auto update = UpdateArray(cur_state.textures, textures)) { |
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glBindTextures(update->first, update->second, textures.data() + update->first); |
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} |
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} |
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void OpenGLState::ApplySamplers() const { |
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void OpenGLState::ApplySamplers() { |
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if (const auto update = UpdateArray(cur_state.samplers, samplers)) { |
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glBindSamplers(update->first, update->second, samplers.data() + update->first); |
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} |
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} |
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void OpenGLState::ApplyImages() const { |
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void OpenGLState::ApplyImages() { |
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if (const auto update = UpdateArray(cur_state.images, images)) { |
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glBindImageTextures(update->first, update->second, images.data() + update->first); |
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} |
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@ -535,32 +438,20 @@ void OpenGLState::Apply() { |
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ApplyPointSize(); |
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ApplyFragmentColorClamp(); |
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ApplyMultisample(); |
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if (dirty.color_mask) { |
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ApplyColorMask(); |
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dirty.color_mask = false; |
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} |
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ApplyColorMask(); |
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ApplyDepthClamp(); |
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ApplyViewport(); |
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if (dirty.stencil_state) { |
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ApplyStencilTest(); |
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dirty.stencil_state = false; |
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} |
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ApplyStencilTest(); |
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ApplySRgb(); |
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ApplyCulling(); |
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ApplyDepth(); |
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ApplyPrimitiveRestart(); |
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if (dirty.blend_state) { |
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ApplyBlending(); |
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dirty.blend_state = false; |
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} |
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ApplyBlending(); |
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ApplyLogicOp(); |
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ApplyTextures(); |
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ApplySamplers(); |
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ApplyImages(); |
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if (dirty.polygon_offset) { |
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ApplyPolygonOffset(); |
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dirty.polygon_offset = false; |
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} |
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ApplyPolygonOffset(); |
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ApplyAlphaTest(); |
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} |
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