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gl_state: Sync latest version with Citra.

This commit is contained in:
bunnei 2018-03-19 17:05:15 -04:00
parent a90ab1dec7
commit 6a0902e56d
2 changed files with 113 additions and 49 deletions

View file

@ -33,7 +33,7 @@ OpenGLState::OpenGLState() {
stencil.action_depth_pass = GL_KEEP;
stencil.action_stencil_fail = GL_KEEP;
blend.enabled = false;
blend.enabled = true;
blend.rgb_equation = GL_FUNC_ADD;
blend.a_equation = GL_FUNC_ADD;
blend.src_rgb_func = GL_ONE;
@ -68,6 +68,18 @@ OpenGLState::OpenGLState() {
draw.vertex_buffer = 0;
draw.uniform_buffer = 0;
draw.shader_program = 0;
draw.program_pipeline = 0;
scissor.enabled = false;
scissor.x = 0;
scissor.y = 0;
scissor.width = 0;
scissor.height = 0;
viewport.x = 0;
viewport.y = 0;
viewport.width = 0;
viewport.height = 0;
clip_distance = {};
}
@ -148,9 +160,6 @@ void OpenGLState::Apply() const {
if (blend.enabled != cur_state.blend.enabled) {
if (blend.enabled) {
glEnable(GL_BLEND);
cur_state.logic_op = GL_COPY;
glLogicOp(cur_state.logic_op);
glDisable(GL_COLOR_LOGIC_OP);
} else {
glDisable(GL_BLEND);
@ -196,7 +205,7 @@ void OpenGLState::Apply() const {
// Lighting LUTs
if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
glActiveTexture(TextureUnits::LightingLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
}
// Fog LUT
@ -263,6 +272,31 @@ void OpenGLState::Apply() const {
glUseProgram(draw.shader_program);
}
// Program pipeline
if (draw.program_pipeline != cur_state.draw.program_pipeline) {
glBindProgramPipeline(draw.program_pipeline);
}
// Scissor test
if (scissor.enabled != cur_state.scissor.enabled) {
if (scissor.enabled) {
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y ||
scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) {
glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
}
if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y ||
viewport.width != cur_state.viewport.width ||
viewport.height != cur_state.viewport.height) {
glViewport(viewport.x, viewport.y, viewport.width, viewport.height);
}
// Clip distance
for (size_t i = 0; i < clip_distance.size(); ++i) {
if (clip_distance[i] != cur_state.clip_distance[i]) {
@ -277,62 +311,75 @@ void OpenGLState::Apply() const {
cur_state = *this;
}
void OpenGLState::ResetTexture(GLuint handle) {
for (auto& unit : cur_state.texture_units) {
OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
for (auto& unit : texture_units) {
if (unit.texture_2d == handle) {
unit.texture_2d = 0;
}
}
if (cur_state.lighting_lut.texture_buffer == handle)
cur_state.lighting_lut.texture_buffer = 0;
if (cur_state.fog_lut.texture_buffer == handle)
cur_state.fog_lut.texture_buffer = 0;
if (cur_state.proctex_noise_lut.texture_buffer == handle)
cur_state.proctex_noise_lut.texture_buffer = 0;
if (cur_state.proctex_color_map.texture_buffer == handle)
cur_state.proctex_color_map.texture_buffer = 0;
if (cur_state.proctex_alpha_map.texture_buffer == handle)
cur_state.proctex_alpha_map.texture_buffer = 0;
if (cur_state.proctex_lut.texture_buffer == handle)
cur_state.proctex_lut.texture_buffer = 0;
if (cur_state.proctex_diff_lut.texture_buffer == handle)
cur_state.proctex_diff_lut.texture_buffer = 0;
if (lighting_lut.texture_buffer == handle)
lighting_lut.texture_buffer = 0;
if (fog_lut.texture_buffer == handle)
fog_lut.texture_buffer = 0;
if (proctex_noise_lut.texture_buffer == handle)
proctex_noise_lut.texture_buffer = 0;
if (proctex_color_map.texture_buffer == handle)
proctex_color_map.texture_buffer = 0;
if (proctex_alpha_map.texture_buffer == handle)
proctex_alpha_map.texture_buffer = 0;
if (proctex_lut.texture_buffer == handle)
proctex_lut.texture_buffer = 0;
if (proctex_diff_lut.texture_buffer == handle)
proctex_diff_lut.texture_buffer = 0;
return *this;
}
void OpenGLState::ResetSampler(GLuint handle) {
for (auto& unit : cur_state.texture_units) {
OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
for (auto& unit : texture_units) {
if (unit.sampler == handle) {
unit.sampler = 0;
}
}
return *this;
}
void OpenGLState::ResetProgram(GLuint handle) {
if (cur_state.draw.shader_program == handle) {
cur_state.draw.shader_program = 0;
OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
if (draw.shader_program == handle) {
draw.shader_program = 0;
}
return *this;
}
void OpenGLState::ResetBuffer(GLuint handle) {
if (cur_state.draw.vertex_buffer == handle) {
cur_state.draw.vertex_buffer = 0;
}
if (cur_state.draw.uniform_buffer == handle) {
cur_state.draw.uniform_buffer = 0;
OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
if (draw.program_pipeline == handle) {
draw.program_pipeline = 0;
}
return *this;
}
void OpenGLState::ResetVertexArray(GLuint handle) {
if (cur_state.draw.vertex_array == handle) {
cur_state.draw.vertex_array = 0;
OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
if (draw.vertex_buffer == handle) {
draw.vertex_buffer = 0;
}
if (draw.uniform_buffer == handle) {
draw.uniform_buffer = 0;
}
return *this;
}
void OpenGLState::ResetFramebuffer(GLuint handle) {
if (cur_state.draw.read_framebuffer == handle) {
cur_state.draw.read_framebuffer = 0;
OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
if (draw.vertex_array == handle) {
draw.vertex_array = 0;
}
if (cur_state.draw.draw_framebuffer == handle) {
cur_state.draw.draw_framebuffer = 0;
return *this;
}
OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
if (draw.read_framebuffer == handle) {
draw.read_framebuffer = 0;
}
if (draw.draw_framebuffer == handle) {
draw.draw_framebuffer = 0;
}
return *this;
}

View file

@ -122,27 +122,44 @@ public:
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
} draw;
struct {
bool enabled; // GL_SCISSOR_TEST
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} scissor;
struct {
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} viewport;
std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
OpenGLState();
/// Get the currently active OpenGL state
static const OpenGLState& GetCurState() {
static OpenGLState GetCurState() {
return cur_state;
}
/// Apply this state as the current OpenGL state
void Apply() const;
/// Resets and unbinds any references to the given resource in the current OpenGL state
static void ResetTexture(GLuint handle);
static void ResetSampler(GLuint handle);
static void ResetProgram(GLuint handle);
static void ResetBuffer(GLuint handle);
static void ResetVertexArray(GLuint handle);
static void ResetFramebuffer(GLuint handle);
/// Resets any references to the given resource
OpenGLState& ResetTexture(GLuint handle);
OpenGLState& ResetSampler(GLuint handle);
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
OpenGLState& ResetBuffer(GLuint handle);
OpenGLState& ResetVertexArray(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle);
private:
static OpenGLState cur_state;