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https://github.com/yuzu-emu/yuzu.git
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Merge pull request #3046 from ReinUsesLisp/clean-gl-state
gl_state: Miscellaneous clean up
This commit is contained in:
commit
2382bbe3ac
3 changed files with 156 additions and 291 deletions
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@ -68,8 +68,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
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ScreenInfo& info)
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: texture_cache{system, *this, device}, shader_cache{*this, system, emu_window, device},
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system{system}, screen_info{info}, buffer_cache{*this, system, STREAM_BUFFER_SIZE} {
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OpenGLState::ApplyDefaultState();
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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state.draw.shader_program = 0;
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state.Apply();
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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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}
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} // namespace
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} // Anonymous 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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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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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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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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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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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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ApplyAlphaTest();
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}
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@ -5,168 +5,146 @@
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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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namespace OpenGL {
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namespace TextureUnits {
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struct TextureUnit {
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GLint id;
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constexpr GLenum Enum() const {
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return static_cast<GLenum>(GL_TEXTURE0 + id);
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}
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};
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constexpr TextureUnit MaxwellTexture(int unit) {
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return TextureUnit{unit};
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}
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constexpr TextureUnit LightingLUT{3};
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constexpr TextureUnit FogLUT{4};
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constexpr TextureUnit ProcTexNoiseLUT{5};
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constexpr TextureUnit ProcTexColorMap{6};
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constexpr TextureUnit ProcTexAlphaMap{7};
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexDiffLUT{9};
|
||||
|
||||
} // namespace TextureUnits
|
||||
|
||||
class OpenGLState {
|
||||
public:
|
||||
struct {
|
||||
bool enabled; // GL_FRAMEBUFFER_SRGB
|
||||
bool enabled = false; // GL_FRAMEBUFFER_SRGB
|
||||
} framebuffer_srgb;
|
||||
|
||||
struct {
|
||||
bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE
|
||||
bool alpha_to_one; // GL_ALPHA_TO_ONE
|
||||
bool alpha_to_coverage = false; // GL_ALPHA_TO_COVERAGE
|
||||
bool alpha_to_one = false; // GL_ALPHA_TO_ONE
|
||||
} multisample_control;
|
||||
|
||||
struct {
|
||||
bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
|
||||
bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB
|
||||
} fragment_color_clamp;
|
||||
|
||||
struct {
|
||||
bool far_plane;
|
||||
bool near_plane;
|
||||
bool far_plane = false;
|
||||
bool near_plane = false;
|
||||
} depth_clamp; // GL_DEPTH_CLAMP
|
||||
|
||||
struct {
|
||||
bool enabled; // GL_CULL_FACE
|
||||
GLenum mode; // GL_CULL_FACE_MODE
|
||||
GLenum front_face; // GL_FRONT_FACE
|
||||
bool enabled = false; // GL_CULL_FACE
|
||||
GLenum mode = GL_BACK; // GL_CULL_FACE_MODE
|
||||
GLenum front_face = GL_CCW; // GL_FRONT_FACE
|
||||
} cull;
|
||||
|
||||
struct {
|
||||
bool test_enabled; // GL_DEPTH_TEST
|
||||
GLenum test_func; // GL_DEPTH_FUNC
|
||||
GLboolean write_mask; // GL_DEPTH_WRITEMASK
|
||||
bool test_enabled = false; // GL_DEPTH_TEST
|
||||
GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK
|
||||
GLenum test_func = GL_LESS; // GL_DEPTH_FUNC
|
||||
} depth;
|
||||
|
||||
struct {
|
||||
bool enabled;
|
||||
GLuint index;
|
||||
bool enabled = false;
|
||||
GLuint index = 0;
|
||||
} primitive_restart; // GL_PRIMITIVE_RESTART
|
||||
|
||||
struct ColorMask {
|
||||
GLboolean red_enabled;
|
||||
GLboolean green_enabled;
|
||||
GLboolean blue_enabled;
|
||||
GLboolean alpha_enabled;
|
||||
GLboolean red_enabled = GL_TRUE;
|
||||
GLboolean green_enabled = GL_TRUE;
|
||||
GLboolean blue_enabled = GL_TRUE;
|
||||
GLboolean alpha_enabled = GL_TRUE;
|
||||
};
|
||||
std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets>
|
||||
color_mask; // GL_COLOR_WRITEMASK
|
||||
struct {
|
||||
bool test_enabled; // GL_STENCIL_TEST
|
||||
bool test_enabled = false; // GL_STENCIL_TEST
|
||||
struct {
|
||||
GLenum test_func; // GL_STENCIL_FUNC
|
||||
GLint test_ref; // GL_STENCIL_REF
|
||||
GLuint test_mask; // GL_STENCIL_VALUE_MASK
|
||||
GLuint write_mask; // GL_STENCIL_WRITEMASK
|
||||
GLenum action_stencil_fail; // GL_STENCIL_FAIL
|
||||
GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
|
||||
GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
|
||||
GLenum test_func = GL_ALWAYS; // GL_STENCIL_FUNC
|
||||
GLint test_ref = 0; // GL_STENCIL_REF
|
||||
GLuint test_mask = 0xFFFFFFFF; // GL_STENCIL_VALUE_MASK
|
||||
GLuint write_mask = 0xFFFFFFFF; // GL_STENCIL_WRITEMASK
|
||||
GLenum action_stencil_fail = GL_KEEP; // GL_STENCIL_FAIL
|
||||
GLenum action_depth_fail = GL_KEEP; // GL_STENCIL_PASS_DEPTH_FAIL
|
||||
GLenum action_depth_pass = GL_KEEP; // GL_STENCIL_PASS_DEPTH_PASS
|
||||
} front, back;
|
||||
} stencil;
|
||||
|
||||
struct Blend {
|
||||
bool enabled; // GL_BLEND
|
||||
GLenum rgb_equation; // GL_BLEND_EQUATION_RGB
|
||||
GLenum a_equation; // GL_BLEND_EQUATION_ALPHA
|
||||
GLenum src_rgb_func; // GL_BLEND_SRC_RGB
|
||||
GLenum dst_rgb_func; // GL_BLEND_DST_RGB
|
||||
GLenum src_a_func; // GL_BLEND_SRC_ALPHA
|
||||
GLenum dst_a_func; // GL_BLEND_DST_ALPHA
|
||||
bool enabled = false; // GL_BLEND
|
||||
GLenum rgb_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_RGB
|
||||
GLenum a_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_ALPHA
|
||||
GLenum src_rgb_func = GL_ONE; // GL_BLEND_SRC_RGB
|
||||
GLenum dst_rgb_func = GL_ZERO; // GL_BLEND_DST_RGB
|
||||
GLenum src_a_func = GL_ONE; // GL_BLEND_SRC_ALPHA
|
||||
GLenum dst_a_func = GL_ZERO; // GL_BLEND_DST_ALPHA
|
||||
};
|
||||
std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend;
|
||||
|
||||
struct {
|
||||
bool enabled;
|
||||
bool enabled = false;
|
||||
} independant_blend;
|
||||
|
||||
struct {
|
||||
GLclampf red;
|
||||
GLclampf green;
|
||||
GLclampf blue;
|
||||
GLclampf alpha;
|
||||
GLclampf red = 0.0f;
|
||||
GLclampf green = 0.0f;
|
||||
GLclampf blue = 0.0f;
|
||||
GLclampf alpha = 0.0f;
|
||||
} blend_color; // GL_BLEND_COLOR
|
||||
|
||||
struct {
|
||||
bool enabled; // GL_LOGIC_OP_MODE
|
||||
GLenum operation;
|
||||
bool enabled = false; // GL_LOGIC_OP_MODE
|
||||
GLenum operation = GL_COPY;
|
||||
} logic_op;
|
||||
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures{};
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers{};
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images{};
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures = {};
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers = {};
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images = {};
|
||||
|
||||
struct {
|
||||
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
|
||||
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
|
||||
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
|
||||
GLuint shader_program; // GL_CURRENT_PROGRAM
|
||||
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
|
||||
GLuint read_framebuffer = 0; // GL_READ_FRAMEBUFFER_BINDING
|
||||
GLuint draw_framebuffer = 0; // GL_DRAW_FRAMEBUFFER_BINDING
|
||||
GLuint vertex_array = 0; // GL_VERTEX_ARRAY_BINDING
|
||||
GLuint shader_program = 0; // GL_CURRENT_PROGRAM
|
||||
GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
|
||||
} draw;
|
||||
|
||||
struct viewport {
|
||||
GLint x;
|
||||
GLint y;
|
||||
GLint width;
|
||||
GLint height;
|
||||
GLfloat depth_range_near; // GL_DEPTH_RANGE
|
||||
GLfloat depth_range_far; // GL_DEPTH_RANGE
|
||||
struct Viewport {
|
||||
GLint x = 0;
|
||||
GLint y = 0;
|
||||
GLint width = 0;
|
||||
GLint height = 0;
|
||||
GLfloat depth_range_near = 0.0f; // GL_DEPTH_RANGE
|
||||
GLfloat depth_range_far = 1.0f; // GL_DEPTH_RANGE
|
||||
struct {
|
||||
bool enabled; // GL_SCISSOR_TEST
|
||||
GLint x;
|
||||
GLint y;
|
||||
GLsizei width;
|
||||
GLsizei height;
|
||||
bool enabled = false; // GL_SCISSOR_TEST
|
||||
GLint x = 0;
|
||||
GLint y = 0;
|
||||
GLsizei width = 0;
|
||||
GLsizei height = 0;
|
||||
} scissor;
|
||||
};
|
||||
std::array<viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
|
||||
std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
|
||||
|
||||
struct {
|
||||
float size; // GL_POINT_SIZE
|
||||
float size = 1.0f; // GL_POINT_SIZE
|
||||
} point;
|
||||
|
||||
struct {
|
||||
bool point_enable;
|
||||
bool line_enable;
|
||||
bool fill_enable;
|
||||
GLfloat units;
|
||||
GLfloat factor;
|
||||
GLfloat clamp;
|
||||
bool point_enable = false;
|
||||
bool line_enable = false;
|
||||
bool fill_enable = false;
|
||||
GLfloat units = 0.0f;
|
||||
GLfloat factor = 0.0f;
|
||||
GLfloat clamp = 0.0f;
|
||||
} polygon_offset;
|
||||
|
||||
struct {
|
||||
bool enabled; // GL_ALPHA_TEST
|
||||
GLenum func; // GL_ALPHA_TEST_FUNC
|
||||
GLfloat ref; // GL_ALPHA_TEST_REF
|
||||
bool enabled = false; // GL_ALPHA_TEST
|
||||
GLenum func = GL_ALWAYS; // GL_ALPHA_TEST_FUNC
|
||||
GLfloat ref = 0.0f; // GL_ALPHA_TEST_REF
|
||||
} alpha_test;
|
||||
|
||||
std::array<bool, 8> clip_distance; // GL_CLIP_DISTANCE
|
||||
std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
|
||||
|
||||
OpenGLState();
|
||||
|
||||
|
@ -179,34 +157,31 @@ public:
|
|||
/// Apply this state as the current OpenGL state
|
||||
void Apply();
|
||||
|
||||
void ApplyFramebufferState() const;
|
||||
void ApplyVertexArrayState() const;
|
||||
void ApplyShaderProgram() const;
|
||||
void ApplyProgramPipeline() const;
|
||||
void ApplyClipDistances() const;
|
||||
void ApplyPointSize() const;
|
||||
void ApplyFragmentColorClamp() const;
|
||||
void ApplyMultisample() const;
|
||||
void ApplySRgb() const;
|
||||
void ApplyCulling() const;
|
||||
void ApplyColorMask() const;
|
||||
void ApplyDepth() const;
|
||||
void ApplyPrimitiveRestart() const;
|
||||
void ApplyStencilTest() const;
|
||||
void ApplyViewport() const;
|
||||
void ApplyTargetBlending(std::size_t target, bool force) const;
|
||||
void ApplyGlobalBlending() const;
|
||||
void ApplyBlending() const;
|
||||
void ApplyLogicOp() const;
|
||||
void ApplyTextures() const;
|
||||
void ApplySamplers() const;
|
||||
void ApplyImages() const;
|
||||
void ApplyDepthClamp() const;
|
||||
void ApplyPolygonOffset() const;
|
||||
void ApplyAlphaTest() const;
|
||||
|
||||
/// Set the initial OpenGL state
|
||||
static void ApplyDefaultState();
|
||||
void ApplyFramebufferState();
|
||||
void ApplyVertexArrayState();
|
||||
void ApplyShaderProgram();
|
||||
void ApplyProgramPipeline();
|
||||
void ApplyClipDistances();
|
||||
void ApplyPointSize();
|
||||
void ApplyFragmentColorClamp();
|
||||
void ApplyMultisample();
|
||||
void ApplySRgb();
|
||||
void ApplyCulling();
|
||||
void ApplyColorMask();
|
||||
void ApplyDepth();
|
||||
void ApplyPrimitiveRestart();
|
||||
void ApplyStencilTest();
|
||||
void ApplyViewport();
|
||||
void ApplyTargetBlending(std::size_t target, bool force);
|
||||
void ApplyGlobalBlending();
|
||||
void ApplyBlending();
|
||||
void ApplyLogicOp();
|
||||
void ApplyTextures();
|
||||
void ApplySamplers();
|
||||
void ApplyImages();
|
||||
void ApplyDepthClamp();
|
||||
void ApplyPolygonOffset();
|
||||
void ApplyAlphaTest();
|
||||
|
||||
/// Resets any references to the given resource
|
||||
OpenGLState& UnbindTexture(GLuint handle);
|
||||
|
@ -253,5 +228,6 @@ private:
|
|||
bool color_mask;
|
||||
} dirty{};
|
||||
};
|
||||
static_assert(std::is_trivially_copyable_v<OpenGLState>);
|
||||
|
||||
} // namespace OpenGL
|
||||
|
|
Loading…
Reference in a new issue