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Merge pull request #2321 from ReinUsesLisp/gl-state-rework
gl_state: Rework to enable individual applies
This commit is contained in:
commit
6b18a1592f
@ -62,7 +62,6 @@ public:
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UpdatePipeline();
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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state.geometry_shaders.enabled = (gs != 0);
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}
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private:
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@ -10,16 +10,62 @@
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namespace OpenGL {
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OpenGLState OpenGLState::cur_state;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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OpenGLState OpenGLState::cur_state;
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bool OpenGLState::s_rgb_used;
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namespace {
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template <typename T>
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bool UpdateValue(T& current_value, const T new_value) {
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const bool changed = current_value != new_value;
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current_value = new_value;
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return changed;
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}
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template <typename T1, typename T2>
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bool UpdateTie(T1 current_value, const T2 new_value) {
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const bool changed = current_value != new_value;
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current_value = new_value;
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return changed;
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}
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void Enable(GLenum cap, bool enable) {
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if (enable) {
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glEnable(cap);
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} else {
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glDisable(cap);
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}
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}
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void Enable(GLenum cap, GLuint index, bool enable) {
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if (enable) {
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glEnablei(cap, index);
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} else {
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glDisablei(cap, index);
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}
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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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Enable(cap, new_value);
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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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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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geometry_shaders.enabled = false;
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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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@ -30,14 +76,15 @@ OpenGLState::OpenGLState() {
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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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stencil.test_enabled = false;
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auto reset_stencil = [](auto& config) {
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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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@ -46,8 +93,10 @@ OpenGLState::OpenGLState() {
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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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reset_stencil(stencil.front);
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reset_stencil(stencil.back);
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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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@ -61,6 +110,7 @@ OpenGLState::OpenGLState() {
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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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@ -70,11 +120,14 @@ OpenGLState::OpenGLState() {
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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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@ -91,9 +144,12 @@ OpenGLState::OpenGLState() {
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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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@ -103,18 +159,87 @@ OpenGLState::OpenGLState() {
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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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glEnable(GL_BLEND);
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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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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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if (UpdateValue(cur_state.draw.draw_framebuffer, draw.draw_framebuffer)) {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
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}
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}
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void OpenGLState::ApplyVertexArrayState() const {
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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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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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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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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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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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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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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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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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}
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cur_state.depth_clamp = depth_clamp;
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UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane,
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"Unimplemented Depth Clamp Separation!");
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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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if (framebuffer_srgb.enabled != cur_state.framebuffer_srgb.enabled) {
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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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if (framebuffer_srgb.enabled) {
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// Track if sRGB is used
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s_rgb_used = true;
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@ -123,112 +248,291 @@ void OpenGLState::ApplySRgb() const {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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}
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}
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void OpenGLState::ApplyCulling() const {
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if (cull.enabled != cur_state.cull.enabled) {
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if (cull.enabled) {
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glEnable(GL_CULL_FACE);
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} else {
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glDisable(GL_CULL_FACE);
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}
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}
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Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled);
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if (cull.mode != cur_state.cull.mode) {
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if (UpdateValue(cur_state.cull.mode, cull.mode)) {
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glCullFace(cull.mode);
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}
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if (cull.front_face != cur_state.cull.front_face) {
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if (UpdateValue(cur_state.cull.front_face, cull.front_face)) {
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glFrontFace(cull.front_face);
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}
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}
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void OpenGLState::ApplyColorMask() const {
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if (independant_blend.enabled) {
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for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
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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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const auto& current = cur_state.color_mask[i];
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auto& current = cur_state.color_mask[i];
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if (updated.red_enabled != current.red_enabled ||
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updated.green_enabled != current.green_enabled ||
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updated.blue_enabled != current.blue_enabled ||
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updated.alpha_enabled != current.alpha_enabled) {
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current = updated;
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glColorMaski(static_cast<GLuint>(i), updated.red_enabled, updated.green_enabled,
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updated.blue_enabled, updated.alpha_enabled);
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}
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}
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} else {
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const auto& updated = color_mask[0];
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const auto& current = cur_state.color_mask[0];
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if (updated.red_enabled != current.red_enabled ||
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updated.green_enabled != current.green_enabled ||
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updated.blue_enabled != current.blue_enabled ||
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updated.alpha_enabled != current.alpha_enabled) {
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glColorMask(updated.red_enabled, updated.green_enabled, updated.blue_enabled,
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updated.alpha_enabled);
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}
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}
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}
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void OpenGLState::ApplyDepth() const {
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if (depth.test_enabled != cur_state.depth.test_enabled) {
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if (depth.test_enabled) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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}
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Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled);
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if (depth.test_func != cur_state.depth.test_func) {
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if (cur_state.depth.test_func != depth.test_func) {
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cur_state.depth.test_func = depth.test_func;
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glDepthFunc(depth.test_func);
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}
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if (depth.write_mask != cur_state.depth.write_mask) {
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if (cur_state.depth.write_mask != depth.write_mask) {
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cur_state.depth.write_mask = depth.write_mask;
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glDepthMask(depth.write_mask);
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}
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}
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void OpenGLState::ApplyPrimitiveRestart() const {
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if (primitive_restart.enabled != cur_state.primitive_restart.enabled) {
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if (primitive_restart.enabled) {
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glEnable(GL_PRIMITIVE_RESTART);
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} else {
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glDisable(GL_PRIMITIVE_RESTART);
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}
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}
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Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled);
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if (primitive_restart.index != cur_state.primitive_restart.index) {
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if (cur_state.primitive_restart.index != primitive_restart.index) {
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cur_state.primitive_restart.index = primitive_restart.index;
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glPrimitiveRestartIndex(primitive_restart.index);
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}
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}
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void OpenGLState::ApplyStencilTest() const {
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if (stencil.test_enabled != cur_state.stencil.test_enabled) {
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if (stencil.test_enabled) {
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glEnable(GL_STENCIL_TEST);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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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, const auto& prev_config) {
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if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
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config.test_mask != prev_config.test_mask) {
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const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
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if (current.test_func != config.test_func || current.test_ref != config.test_ref ||
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current.test_mask != config.test_mask) {
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current.test_func = config.test_func;
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current.test_ref = config.test_ref;
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current.test_mask = config.test_mask;
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glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
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}
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if (config.action_depth_fail != prev_config.action_depth_fail ||
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config.action_depth_pass != prev_config.action_depth_pass ||
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config.action_stencil_fail != prev_config.action_stencil_fail) {
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if (current.action_depth_fail != config.action_depth_fail ||
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current.action_depth_pass != config.action_depth_pass ||
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current.action_stencil_fail != config.action_stencil_fail) {
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current.action_depth_fail = config.action_depth_fail;
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current.action_depth_pass = config.action_depth_pass;
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current.action_stencil_fail = config.action_stencil_fail;
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glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
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config.action_depth_pass);
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}
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if (config.write_mask != prev_config.write_mask) {
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if (current.write_mask != config.write_mask) {
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current.write_mask = config.write_mask;
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glStencilMaskSeparate(face, config.write_mask);
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}
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};
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ConfigStencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
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}
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// Viewport does not affects glClearBuffer so emulate viewport using scissor test
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void OpenGLState::ApplyViewport() const {
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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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if (current.x != updated.x || current.y != updated.y || current.width != updated.width ||
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current.height != updated.height) {
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current.x = updated.x;
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current.y = updated.y;
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current.width = updated.width;
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current.height = updated.height;
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glViewportIndexedf(i, static_cast<GLfloat>(updated.x), static_cast<GLfloat>(updated.y),
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static_cast<GLfloat>(updated.width),
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static_cast<GLfloat>(updated.height));
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}
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if (current.depth_range_near != updated.depth_range_near ||
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current.depth_range_far != updated.depth_range_far) {
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current.depth_range_near = updated.depth_range_near;
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current.depth_range_far = updated.depth_range_far;
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glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
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}
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Enable(GL_SCISSOR_TEST, i, current.scissor.enabled, updated.scissor.enabled);
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if (current.scissor.x != updated.scissor.x || current.scissor.y != updated.scissor.y ||
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current.scissor.width != updated.scissor.width ||
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current.scissor.height != updated.scissor.height) {
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current.scissor.x = updated.scissor.x;
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current.scissor.y = updated.scissor.y;
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current.scissor.width = updated.scissor.width;
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current.scissor.height = updated.scissor.height;
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glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width,
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updated.scissor.height);
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}
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}
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}
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void OpenGLState::ApplyGlobalBlending() const {
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const Blend& updated = blend[0];
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Blend& current = cur_state.blend[0];
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Enable(GL_BLEND, current.enabled, updated.enabled);
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if (current.src_rgb_func != updated.src_rgb_func ||
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current.dst_rgb_func != updated.dst_rgb_func || current.src_a_func != updated.src_a_func ||
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current.dst_a_func != updated.dst_a_func) {
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current.src_rgb_func = updated.src_rgb_func;
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current.dst_rgb_func = updated.dst_rgb_func;
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current.src_a_func = updated.src_a_func;
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current.dst_a_func = updated.dst_a_func;
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glBlendFuncSeparate(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
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updated.dst_a_func);
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}
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if (current.rgb_equation != updated.rgb_equation || current.a_equation != updated.a_equation) {
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current.rgb_equation = updated.rgb_equation;
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current.a_equation = updated.a_equation;
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glBlendEquationSeparate(updated.rgb_equation, updated.a_equation);
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}
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}
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void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
|
||||
const Blend& updated = blend[target];
|
||||
Blend& current = cur_state.blend[target];
|
||||
|
||||
if (current.enabled != updated.enabled || force) {
|
||||
current.enabled = updated.enabled;
|
||||
Enable(GL_BLEND, static_cast<GLuint>(target), updated.enabled);
|
||||
}
|
||||
|
||||
if (UpdateTie(std::tie(current.src_rgb_func, current.dst_rgb_func, current.src_a_func,
|
||||
current.dst_a_func),
|
||||
std::tie(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
|
||||
updated.dst_a_func))) {
|
||||
glBlendFuncSeparatei(static_cast<GLuint>(target), updated.src_rgb_func,
|
||||
updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func);
|
||||
}
|
||||
|
||||
if (UpdateTie(std::tie(current.rgb_equation, current.a_equation),
|
||||
std::tie(updated.rgb_equation, updated.a_equation))) {
|
||||
glBlendEquationSeparatei(static_cast<GLuint>(target), updated.rgb_equation,
|
||||
updated.a_equation);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyBlending() const {
|
||||
if (independant_blend.enabled) {
|
||||
const bool force = independant_blend.enabled != cur_state.independant_blend.enabled;
|
||||
for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) {
|
||||
ApplyTargetBlending(target, force);
|
||||
}
|
||||
} else {
|
||||
ApplyGlobalBlending();
|
||||
}
|
||||
cur_state.independant_blend.enabled = independant_blend.enabled;
|
||||
|
||||
if (UpdateTie(
|
||||
std::tie(cur_state.blend_color.red, cur_state.blend_color.green,
|
||||
cur_state.blend_color.blue, cur_state.blend_color.alpha),
|
||||
std::tie(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha))) {
|
||||
glBlendColor(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyLogicOp() const {
|
||||
Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled);
|
||||
|
||||
if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) {
|
||||
glLogicOp(logic_op.operation);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyPolygonOffset() const {
|
||||
Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable,
|
||||
polygon_offset.fill_enable);
|
||||
Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable,
|
||||
polygon_offset.line_enable);
|
||||
Enable(GL_POLYGON_OFFSET_POINT, cur_state.polygon_offset.point_enable,
|
||||
polygon_offset.point_enable);
|
||||
|
||||
if (UpdateTie(std::tie(cur_state.polygon_offset.factor, cur_state.polygon_offset.units,
|
||||
cur_state.polygon_offset.clamp),
|
||||
std::tie(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp))) {
|
||||
if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) {
|
||||
glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp);
|
||||
} else {
|
||||
UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0,
|
||||
"Unimplemented Depth polygon offset clamp.");
|
||||
glPolygonOffset(polygon_offset.factor, polygon_offset.units);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyTextures() const {
|
||||
bool has_delta{};
|
||||
std::size_t first{};
|
||||
std::size_t last{};
|
||||
std::array<GLuint, Maxwell::NumTextureSamplers> textures;
|
||||
|
||||
for (std::size_t i = 0; i < std::size(texture_units); ++i) {
|
||||
const auto& texture_unit = texture_units[i];
|
||||
auto& cur_state_texture_unit = cur_state.texture_units[i];
|
||||
textures[i] = texture_unit.texture;
|
||||
if (cur_state_texture_unit.texture == textures[i])
|
||||
continue;
|
||||
cur_state_texture_unit.texture = textures[i];
|
||||
if (!has_delta) {
|
||||
first = i;
|
||||
has_delta = true;
|
||||
}
|
||||
last = i;
|
||||
}
|
||||
if (has_delta) {
|
||||
glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
|
||||
textures.data() + first);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplySamplers() const {
|
||||
bool has_delta{};
|
||||
std::size_t first{};
|
||||
std::size_t last{};
|
||||
std::array<GLuint, Maxwell::NumTextureSamplers> samplers;
|
||||
|
||||
for (std::size_t i = 0; i < std::size(samplers); ++i) {
|
||||
if (cur_state.texture_units[i].sampler == texture_units[i].sampler)
|
||||
continue;
|
||||
cur_state.texture_units[i].sampler = texture_units[i].sampler;
|
||||
samplers[i] = texture_units[i].sampler;
|
||||
if (!has_delta) {
|
||||
first = i;
|
||||
has_delta = true;
|
||||
}
|
||||
last = i;
|
||||
}
|
||||
if (has_delta) {
|
||||
glBindSamplers(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
|
||||
samplers.data() + first);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::Apply() const {
|
||||
ApplyFramebufferState();
|
||||
ApplyVertexArrayState();
|
||||
ApplyShaderProgram();
|
||||
ApplyProgramPipeline();
|
||||
ApplyClipDistances();
|
||||
ApplyPointSize();
|
||||
ApplyFragmentColorClamp();
|
||||
ApplyMultisample();
|
||||
ApplyDepthClamp();
|
||||
ApplyColorMask();
|
||||
ApplyViewport();
|
||||
ApplyStencilTest();
|
||||
ApplySRgb();
|
||||
ApplyCulling();
|
||||
ApplyDepth();
|
||||
ApplyPrimitiveRestart();
|
||||
ApplyBlending();
|
||||
ApplyLogicOp();
|
||||
ApplyTextures();
|
||||
ApplySamplers();
|
||||
ApplyPolygonOffset();
|
||||
}
|
||||
|
||||
void OpenGLState::EmulateViewportWithScissor() {
|
||||
auto& current = viewports[0];
|
||||
if (current.scissor.enabled) {
|
||||
@ -251,332 +555,6 @@ void OpenGLState::EmulateViewportWithScissor() {
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyViewport() const {
|
||||
if (geometry_shaders.enabled) {
|
||||
for (GLuint i = 0; i < static_cast<GLuint>(Tegra::Engines::Maxwell3D::Regs::NumViewports);
|
||||
i++) {
|
||||
const auto& current = cur_state.viewports[i];
|
||||
const auto& updated = viewports[i];
|
||||
if (updated.x != current.x || updated.y != current.y ||
|
||||
updated.width != current.width || updated.height != current.height) {
|
||||
glViewportIndexedf(
|
||||
i, static_cast<GLfloat>(updated.x), static_cast<GLfloat>(updated.y),
|
||||
static_cast<GLfloat>(updated.width), static_cast<GLfloat>(updated.height));
|
||||
}
|
||||
if (updated.depth_range_near != current.depth_range_near ||
|
||||
updated.depth_range_far != current.depth_range_far) {
|
||||
glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
|
||||
}
|
||||
|
||||
if (updated.scissor.enabled != current.scissor.enabled) {
|
||||
if (updated.scissor.enabled) {
|
||||
glEnablei(GL_SCISSOR_TEST, i);
|
||||
} else {
|
||||
glDisablei(GL_SCISSOR_TEST, i);
|
||||
}
|
||||
}
|
||||
|
||||
if (updated.scissor.x != current.scissor.x || updated.scissor.y != current.scissor.y ||
|
||||
updated.scissor.width != current.scissor.width ||
|
||||
updated.scissor.height != current.scissor.height) {
|
||||
glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width,
|
||||
updated.scissor.height);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
const auto& current = cur_state.viewports[0];
|
||||
const auto& updated = viewports[0];
|
||||
if (updated.x != current.x || updated.y != current.y || updated.width != current.width ||
|
||||
updated.height != current.height) {
|
||||
glViewport(updated.x, updated.y, updated.width, updated.height);
|
||||
}
|
||||
|
||||
if (updated.depth_range_near != current.depth_range_near ||
|
||||
updated.depth_range_far != current.depth_range_far) {
|
||||
glDepthRange(updated.depth_range_near, updated.depth_range_far);
|
||||
}
|
||||
|
||||
if (updated.scissor.enabled != current.scissor.enabled) {
|
||||
if (updated.scissor.enabled) {
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
} else {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
}
|
||||
|
||||
if (updated.scissor.x != current.scissor.x || updated.scissor.y != current.scissor.y ||
|
||||
updated.scissor.width != current.scissor.width ||
|
||||
updated.scissor.height != current.scissor.height) {
|
||||
glScissor(updated.scissor.x, updated.scissor.y, updated.scissor.width,
|
||||
updated.scissor.height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyGlobalBlending() const {
|
||||
const Blend& current = cur_state.blend[0];
|
||||
const Blend& updated = blend[0];
|
||||
if (updated.enabled != current.enabled) {
|
||||
if (updated.enabled) {
|
||||
glEnable(GL_BLEND);
|
||||
} else {
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
}
|
||||
if (!updated.enabled) {
|
||||
return;
|
||||
}
|
||||
if (updated.src_rgb_func != current.src_rgb_func ||
|
||||
updated.dst_rgb_func != current.dst_rgb_func || updated.src_a_func != current.src_a_func ||
|
||||
updated.dst_a_func != current.dst_a_func) {
|
||||
glBlendFuncSeparate(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
|
||||
updated.dst_a_func);
|
||||
}
|
||||
|
||||
if (updated.rgb_equation != current.rgb_equation || updated.a_equation != current.a_equation) {
|
||||
glBlendEquationSeparate(updated.rgb_equation, updated.a_equation);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
|
||||
const Blend& updated = blend[target];
|
||||
const Blend& current = cur_state.blend[target];
|
||||
if (updated.enabled != current.enabled || force) {
|
||||
if (updated.enabled) {
|
||||
glEnablei(GL_BLEND, static_cast<GLuint>(target));
|
||||
} else {
|
||||
glDisablei(GL_BLEND, static_cast<GLuint>(target));
|
||||
}
|
||||
}
|
||||
|
||||
if (updated.src_rgb_func != current.src_rgb_func ||
|
||||
updated.dst_rgb_func != current.dst_rgb_func || updated.src_a_func != current.src_a_func ||
|
||||
updated.dst_a_func != current.dst_a_func) {
|
||||
glBlendFuncSeparatei(static_cast<GLuint>(target), updated.src_rgb_func,
|
||||
updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func);
|
||||
}
|
||||
|
||||
if (updated.rgb_equation != current.rgb_equation || updated.a_equation != current.a_equation) {
|
||||
glBlendEquationSeparatei(static_cast<GLuint>(target), updated.rgb_equation,
|
||||
updated.a_equation);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyBlending() const {
|
||||
if (independant_blend.enabled) {
|
||||
for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
|
||||
ApplyTargetBlending(i,
|
||||
independant_blend.enabled != cur_state.independant_blend.enabled);
|
||||
}
|
||||
} else {
|
||||
ApplyGlobalBlending();
|
||||
}
|
||||
if (blend_color.red != cur_state.blend_color.red ||
|
||||
blend_color.green != cur_state.blend_color.green ||
|
||||
blend_color.blue != cur_state.blend_color.blue ||
|
||||
blend_color.alpha != cur_state.blend_color.alpha) {
|
||||
glBlendColor(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyLogicOp() const {
|
||||
if (logic_op.enabled != cur_state.logic_op.enabled) {
|
||||
if (logic_op.enabled) {
|
||||
glEnable(GL_COLOR_LOGIC_OP);
|
||||
} else {
|
||||
glDisable(GL_COLOR_LOGIC_OP);
|
||||
}
|
||||
}
|
||||
|
||||
if (logic_op.operation != cur_state.logic_op.operation) {
|
||||
glLogicOp(logic_op.operation);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyPolygonOffset() const {
|
||||
const bool fill_enable_changed =
|
||||
polygon_offset.fill_enable != cur_state.polygon_offset.fill_enable;
|
||||
const bool line_enable_changed =
|
||||
polygon_offset.line_enable != cur_state.polygon_offset.line_enable;
|
||||
const bool point_enable_changed =
|
||||
polygon_offset.point_enable != cur_state.polygon_offset.point_enable;
|
||||
const bool factor_changed = polygon_offset.factor != cur_state.polygon_offset.factor;
|
||||
const bool units_changed = polygon_offset.units != cur_state.polygon_offset.units;
|
||||
const bool clamp_changed = polygon_offset.clamp != cur_state.polygon_offset.clamp;
|
||||
|
||||
if (fill_enable_changed) {
|
||||
if (polygon_offset.fill_enable) {
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
} else {
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
}
|
||||
|
||||
if (line_enable_changed) {
|
||||
if (polygon_offset.line_enable) {
|
||||
glEnable(GL_POLYGON_OFFSET_LINE);
|
||||
} else {
|
||||
glDisable(GL_POLYGON_OFFSET_LINE);
|
||||
}
|
||||
}
|
||||
|
||||
if (point_enable_changed) {
|
||||
if (polygon_offset.point_enable) {
|
||||
glEnable(GL_POLYGON_OFFSET_POINT);
|
||||
} else {
|
||||
glDisable(GL_POLYGON_OFFSET_POINT);
|
||||
}
|
||||
}
|
||||
|
||||
if (factor_changed || units_changed || clamp_changed) {
|
||||
if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) {
|
||||
glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp);
|
||||
} else {
|
||||
glPolygonOffset(polygon_offset.factor, polygon_offset.units);
|
||||
UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0,
|
||||
"Unimplemented Depth polygon offset clamp.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyTextures() const {
|
||||
bool has_delta{};
|
||||
std::size_t first{};
|
||||
std::size_t last{};
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures;
|
||||
|
||||
for (std::size_t i = 0; i < std::size(texture_units); ++i) {
|
||||
const auto& texture_unit = texture_units[i];
|
||||
const auto& cur_state_texture_unit = cur_state.texture_units[i];
|
||||
textures[i] = texture_unit.texture;
|
||||
|
||||
if (textures[i] != cur_state_texture_unit.texture) {
|
||||
if (!has_delta) {
|
||||
first = i;
|
||||
has_delta = true;
|
||||
}
|
||||
last = i;
|
||||
}
|
||||
}
|
||||
|
||||
if (has_delta) {
|
||||
glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
|
||||
textures.data() + first);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplySamplers() const {
|
||||
bool has_delta{};
|
||||
std::size_t first{};
|
||||
std::size_t last{};
|
||||
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers;
|
||||
for (std::size_t i = 0; i < std::size(samplers); ++i) {
|
||||
samplers[i] = texture_units[i].sampler;
|
||||
if (samplers[i] != cur_state.texture_units[i].sampler) {
|
||||
if (!has_delta) {
|
||||
first = i;
|
||||
has_delta = true;
|
||||
}
|
||||
last = i;
|
||||
}
|
||||
}
|
||||
if (has_delta) {
|
||||
glBindSamplers(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
|
||||
samplers.data() + first);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyFramebufferState() const {
|
||||
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
||||
}
|
||||
if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyVertexArrayState() const {
|
||||
if (draw.vertex_array != cur_state.draw.vertex_array) {
|
||||
glBindVertexArray(draw.vertex_array);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyDepthClamp() const {
|
||||
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
|
||||
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
|
||||
return;
|
||||
}
|
||||
UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane,
|
||||
"Unimplemented Depth Clamp Separation!");
|
||||
|
||||
if (depth_clamp.far_plane || depth_clamp.near_plane) {
|
||||
glEnable(GL_DEPTH_CLAMP);
|
||||
} else {
|
||||
glDisable(GL_DEPTH_CLAMP);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::Apply() const {
|
||||
ApplyFramebufferState();
|
||||
ApplyVertexArrayState();
|
||||
|
||||
// Shader program
|
||||
if (draw.shader_program != cur_state.draw.shader_program) {
|
||||
glUseProgram(draw.shader_program);
|
||||
}
|
||||
|
||||
// Program pipeline
|
||||
if (draw.program_pipeline != cur_state.draw.program_pipeline) {
|
||||
glBindProgramPipeline(draw.program_pipeline);
|
||||
}
|
||||
// Clip distance
|
||||
for (std::size_t i = 0; i < clip_distance.size(); ++i) {
|
||||
if (clip_distance[i] != cur_state.clip_distance[i]) {
|
||||
if (clip_distance[i]) {
|
||||
glEnable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
|
||||
} else {
|
||||
glDisable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
// Point
|
||||
if (point.size != cur_state.point.size) {
|
||||
glPointSize(point.size);
|
||||
}
|
||||
if (fragment_color_clamp.enabled != cur_state.fragment_color_clamp.enabled) {
|
||||
glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
|
||||
fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
|
||||
}
|
||||
if (multisample_control.alpha_to_coverage != cur_state.multisample_control.alpha_to_coverage) {
|
||||
if (multisample_control.alpha_to_coverage) {
|
||||
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
||||
} else {
|
||||
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
||||
}
|
||||
}
|
||||
if (multisample_control.alpha_to_one != cur_state.multisample_control.alpha_to_one) {
|
||||
if (multisample_control.alpha_to_one) {
|
||||
glEnable(GL_SAMPLE_ALPHA_TO_ONE);
|
||||
} else {
|
||||
glDisable(GL_SAMPLE_ALPHA_TO_ONE);
|
||||
}
|
||||
}
|
||||
ApplyDepthClamp();
|
||||
ApplyColorMask();
|
||||
ApplyViewport();
|
||||
ApplyStencilTest();
|
||||
ApplySRgb();
|
||||
ApplyCulling();
|
||||
ApplyDepth();
|
||||
ApplyPrimitiveRestart();
|
||||
ApplyBlending();
|
||||
ApplyLogicOp();
|
||||
ApplyTextures();
|
||||
ApplySamplers();
|
||||
ApplyPolygonOffset();
|
||||
cur_state = *this;
|
||||
}
|
||||
|
||||
OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
|
||||
for (auto& unit : texture_units) {
|
||||
if (unit.texture == handle) {
|
||||
|
@ -53,10 +53,6 @@ public:
|
||||
bool near_plane;
|
||||
} depth_clamp; // GL_DEPTH_CLAMP
|
||||
|
||||
struct {
|
||||
bool enabled; // viewports arrays are only supported when geometry shaders are enabled.
|
||||
} geometry_shaders;
|
||||
|
||||
struct {
|
||||
bool enabled; // GL_CULL_FACE
|
||||
GLenum mode; // GL_CULL_FACE_MODE
|
||||
@ -184,34 +180,26 @@ public:
|
||||
static OpenGLState GetCurState() {
|
||||
return cur_state;
|
||||
}
|
||||
|
||||
static bool GetsRGBUsed() {
|
||||
return s_rgb_used;
|
||||
}
|
||||
|
||||
static void ClearsRGBUsed() {
|
||||
s_rgb_used = false;
|
||||
}
|
||||
|
||||
/// Apply this state as the current OpenGL state
|
||||
void Apply() const;
|
||||
/// Apply only the state affecting the framebuffer
|
||||
void ApplyFramebufferState() const;
|
||||
/// Apply only the state affecting the vertex array
|
||||
void ApplyVertexArrayState() const;
|
||||
/// Set the initial OpenGL state
|
||||
static void ApplyDefaultState();
|
||||
/// Resets any references to the given resource
|
||||
OpenGLState& UnbindTexture(GLuint handle);
|
||||
OpenGLState& ResetSampler(GLuint handle);
|
||||
OpenGLState& ResetProgram(GLuint handle);
|
||||
OpenGLState& ResetPipeline(GLuint handle);
|
||||
OpenGLState& ResetVertexArray(GLuint handle);
|
||||
OpenGLState& ResetFramebuffer(GLuint handle);
|
||||
void EmulateViewportWithScissor();
|
||||
|
||||
private:
|
||||
static OpenGLState cur_state;
|
||||
// Workaround for sRGB problems caused by
|
||||
// QT not supporting srgb output
|
||||
static bool s_rgb_used;
|
||||
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;
|
||||
@ -227,6 +215,26 @@ private:
|
||||
void ApplySamplers() const;
|
||||
void ApplyDepthClamp() const;
|
||||
void ApplyPolygonOffset() const;
|
||||
|
||||
/// Set the initial OpenGL state
|
||||
static void ApplyDefaultState();
|
||||
|
||||
/// Resets any references to the given resource
|
||||
OpenGLState& UnbindTexture(GLuint handle);
|
||||
OpenGLState& ResetSampler(GLuint handle);
|
||||
OpenGLState& ResetProgram(GLuint handle);
|
||||
OpenGLState& ResetPipeline(GLuint handle);
|
||||
OpenGLState& ResetVertexArray(GLuint handle);
|
||||
OpenGLState& ResetFramebuffer(GLuint handle);
|
||||
|
||||
/// Viewport does not affects glClearBuffer so emulate viewport using scissor test
|
||||
void EmulateViewportWithScissor();
|
||||
|
||||
private:
|
||||
static OpenGLState cur_state;
|
||||
|
||||
// Workaround for sRGB problems caused by QT not supporting srgb output
|
||||
static bool s_rgb_used;
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
||||
|
Loading…
Reference in New Issue
Block a user