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@ -5,6 +5,7 @@ |
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#pragma once |
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#include <array> |
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#include <type_traits> |
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#include <glad/glad.h> |
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#include "video_core/engines/maxwell_3d.h" |
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@ -36,137 +37,137 @@ constexpr TextureUnit ProcTexDiffLUT{9}; |
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class OpenGLState { |
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public: |
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struct { |
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bool enabled; // GL_FRAMEBUFFER_SRGB |
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bool enabled = false; // GL_FRAMEBUFFER_SRGB |
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} framebuffer_srgb; |
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struct { |
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bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE |
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bool alpha_to_one; // GL_ALPHA_TO_ONE |
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bool alpha_to_coverage = false; // GL_ALPHA_TO_COVERAGE |
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bool alpha_to_one = false; // GL_ALPHA_TO_ONE |
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} multisample_control; |
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struct { |
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bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB |
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bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB |
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} fragment_color_clamp; |
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struct { |
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bool far_plane; |
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bool near_plane; |
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bool far_plane = false; |
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bool near_plane = false; |
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} depth_clamp; // GL_DEPTH_CLAMP |
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struct { |
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bool enabled; // GL_CULL_FACE |
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GLenum mode; // GL_CULL_FACE_MODE |
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GLenum front_face; // GL_FRONT_FACE |
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bool enabled = false; // GL_CULL_FACE |
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GLenum mode = GL_BACK; // GL_CULL_FACE_MODE |
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GLenum front_face = GL_CCW; // GL_FRONT_FACE |
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} cull; |
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struct { |
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bool test_enabled; // GL_DEPTH_TEST |
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GLenum test_func; // GL_DEPTH_FUNC |
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GLboolean write_mask; // GL_DEPTH_WRITEMASK |
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bool test_enabled = false; // GL_DEPTH_TEST |
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GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK |
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GLenum test_func = GL_LESS; // GL_DEPTH_FUNC |
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} depth; |
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struct { |
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bool enabled; |
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GLuint index; |
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bool enabled = false; |
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GLuint index = 0; |
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} primitive_restart; // GL_PRIMITIVE_RESTART |
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struct ColorMask { |
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GLboolean red_enabled; |
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GLboolean green_enabled; |
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GLboolean blue_enabled; |
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GLboolean alpha_enabled; |
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GLboolean red_enabled = GL_TRUE; |
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GLboolean green_enabled = GL_TRUE; |
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GLboolean blue_enabled = GL_TRUE; |
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GLboolean alpha_enabled = GL_TRUE; |
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}; |
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std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> |
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color_mask; // GL_COLOR_WRITEMASK |
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struct { |
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bool test_enabled; // GL_STENCIL_TEST |
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bool test_enabled = false; // GL_STENCIL_TEST |
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struct { |
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GLenum test_func; // GL_STENCIL_FUNC |
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GLint test_ref; // GL_STENCIL_REF |
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GLuint test_mask; // GL_STENCIL_VALUE_MASK |
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GLuint write_mask; // GL_STENCIL_WRITEMASK |
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GLenum action_stencil_fail; // GL_STENCIL_FAIL |
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL |
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS |
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GLenum test_func = GL_ALWAYS; // GL_STENCIL_FUNC |
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GLint test_ref = 0; // GL_STENCIL_REF |
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GLuint test_mask = 0xFFFFFFFF; // GL_STENCIL_VALUE_MASK |
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GLuint write_mask = 0xFFFFFFFF; // GL_STENCIL_WRITEMASK |
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GLenum action_stencil_fail = GL_KEEP; // GL_STENCIL_FAIL |
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GLenum action_depth_fail = GL_KEEP; // GL_STENCIL_PASS_DEPTH_FAIL |
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GLenum action_depth_pass = GL_KEEP; // GL_STENCIL_PASS_DEPTH_PASS |
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} front, back; |
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} stencil; |
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struct Blend { |
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bool enabled; // GL_BLEND |
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GLenum rgb_equation; // GL_BLEND_EQUATION_RGB |
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GLenum a_equation; // GL_BLEND_EQUATION_ALPHA |
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GLenum src_rgb_func; // GL_BLEND_SRC_RGB |
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GLenum dst_rgb_func; // GL_BLEND_DST_RGB |
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GLenum src_a_func; // GL_BLEND_SRC_ALPHA |
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GLenum dst_a_func; // GL_BLEND_DST_ALPHA |
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bool enabled = true; // GL_BLEND |
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GLenum rgb_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_RGB |
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GLenum a_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_ALPHA |
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GLenum src_rgb_func = GL_ONE; // GL_BLEND_SRC_RGB |
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GLenum dst_rgb_func = GL_ZERO; // GL_BLEND_DST_RGB |
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GLenum src_a_func = GL_ONE; // GL_BLEND_SRC_ALPHA |
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GLenum dst_a_func = GL_ZERO; // GL_BLEND_DST_ALPHA |
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}; |
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std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend; |
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struct { |
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bool enabled; |
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bool enabled = false; |
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} independant_blend; |
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struct { |
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GLclampf red; |
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GLclampf green; |
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GLclampf blue; |
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GLclampf alpha; |
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GLclampf red = 0.0f; |
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GLclampf green = 0.0f; |
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GLclampf blue = 0.0f; |
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GLclampf alpha = 0.0f; |
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} blend_color; // GL_BLEND_COLOR |
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struct { |
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bool enabled; // GL_LOGIC_OP_MODE |
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GLenum operation; |
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bool enabled = false; // GL_LOGIC_OP_MODE |
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GLenum operation = GL_COPY; |
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} logic_op; |
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures{}; |
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers{}; |
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images{}; |
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures = {}; |
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers = {}; |
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images = {}; |
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struct { |
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING |
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING |
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GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING |
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GLuint shader_program; // GL_CURRENT_PROGRAM |
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GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING |
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GLuint read_framebuffer = 0; // GL_READ_FRAMEBUFFER_BINDING |
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GLuint draw_framebuffer = 0; // GL_DRAW_FRAMEBUFFER_BINDING |
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GLuint vertex_array = 0; // GL_VERTEX_ARRAY_BINDING |
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GLuint shader_program = 0; // GL_CURRENT_PROGRAM |
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING |
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} draw; |
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struct viewport { |
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GLint x; |
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GLint y; |
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GLint width; |
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GLint height; |
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GLfloat depth_range_near; // GL_DEPTH_RANGE |
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GLfloat depth_range_far; // GL_DEPTH_RANGE |
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struct Viewport { |
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GLint x = 0; |
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GLint y = 0; |
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GLint width = 0; |
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GLint height = 0; |
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GLfloat depth_range_near = 0.0f; // GL_DEPTH_RANGE |
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GLfloat depth_range_far = 1.0f; // GL_DEPTH_RANGE |
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struct { |
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bool enabled; // GL_SCISSOR_TEST |
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GLint x; |
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GLint y; |
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GLsizei width; |
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GLsizei height; |
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bool enabled = false; // GL_SCISSOR_TEST |
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GLint x = 0; |
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GLint y = 0; |
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GLsizei width = 0; |
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GLsizei height = 0; |
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} scissor; |
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}; |
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std::array<viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports; |
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std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports; |
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struct { |
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float size; // GL_POINT_SIZE |
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float size = 1.0f; // GL_POINT_SIZE |
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} point; |
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struct { |
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bool point_enable; |
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bool line_enable; |
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bool fill_enable; |
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GLfloat units; |
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GLfloat factor; |
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GLfloat clamp; |
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bool point_enable = false; |
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bool line_enable = false; |
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bool fill_enable = false; |
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GLfloat units = 0.0f; |
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GLfloat factor = 0.0f; |
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GLfloat clamp = 0.0f; |
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} polygon_offset; |
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struct { |
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bool enabled; // GL_ALPHA_TEST |
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GLenum func; // GL_ALPHA_TEST_FUNC |
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GLfloat ref; // GL_ALPHA_TEST_REF |
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bool enabled = false; // GL_ALPHA_TEST |
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GLenum func = GL_ALWAYS; // GL_ALPHA_TEST_FUNC |
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GLfloat ref = 0.0f; // GL_ALPHA_TEST_REF |
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} alpha_test; |
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std::array<bool, 8> clip_distance; // GL_CLIP_DISTANCE |
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE |
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OpenGLState(); |
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@ -253,5 +254,6 @@ private: |
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bool color_mask; |
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} dirty{}; |
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}; |
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static_assert(std::is_trivially_copyable_v<OpenGLState>); |
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} // namespace OpenGL |