gl_state.cpp 10.0 KB

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  1. // Copyright 2015 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <iterator>
  5. #include <glad/glad.h>
  6. #include "common/logging/log.h"
  7. #include "video_core/renderer_opengl/gl_state.h"
  8. OpenGLState OpenGLState::cur_state;
  9. OpenGLState::OpenGLState() {
  10. // These all match default OpenGL values
  11. cull.enabled = false;
  12. cull.mode = GL_BACK;
  13. cull.front_face = GL_CCW;
  14. depth.test_enabled = false;
  15. depth.test_func = GL_LESS;
  16. depth.write_mask = GL_TRUE;
  17. color_mask.red_enabled = GL_TRUE;
  18. color_mask.green_enabled = GL_TRUE;
  19. color_mask.blue_enabled = GL_TRUE;
  20. color_mask.alpha_enabled = GL_TRUE;
  21. stencil.test_enabled = false;
  22. stencil.test_func = GL_ALWAYS;
  23. stencil.test_ref = 0;
  24. stencil.test_mask = 0xFF;
  25. stencil.write_mask = 0xFF;
  26. stencil.action_depth_fail = GL_KEEP;
  27. stencil.action_depth_pass = GL_KEEP;
  28. stencil.action_stencil_fail = GL_KEEP;
  29. blend.enabled = true;
  30. blend.rgb_equation = GL_FUNC_ADD;
  31. blend.a_equation = GL_FUNC_ADD;
  32. blend.src_rgb_func = GL_ONE;
  33. blend.dst_rgb_func = GL_ZERO;
  34. blend.src_a_func = GL_ONE;
  35. blend.dst_a_func = GL_ZERO;
  36. blend.color.red = 0.0f;
  37. blend.color.green = 0.0f;
  38. blend.color.blue = 0.0f;
  39. blend.color.alpha = 0.0f;
  40. logic_op = GL_COPY;
  41. for (auto& texture_unit : texture_units) {
  42. texture_unit.Reset();
  43. }
  44. draw.read_framebuffer = 0;
  45. draw.draw_framebuffer = 0;
  46. draw.vertex_array = 0;
  47. draw.vertex_buffer = 0;
  48. draw.uniform_buffer = 0;
  49. draw.shader_program = 0;
  50. draw.program_pipeline = 0;
  51. scissor.enabled = false;
  52. scissor.x = 0;
  53. scissor.y = 0;
  54. scissor.width = 0;
  55. scissor.height = 0;
  56. viewport.x = 0;
  57. viewport.y = 0;
  58. viewport.width = 0;
  59. viewport.height = 0;
  60. clip_distance = {};
  61. }
  62. void OpenGLState::Apply() const {
  63. // Culling
  64. if (cull.enabled != cur_state.cull.enabled) {
  65. if (cull.enabled) {
  66. glEnable(GL_CULL_FACE);
  67. } else {
  68. glDisable(GL_CULL_FACE);
  69. }
  70. }
  71. if (cull.mode != cur_state.cull.mode) {
  72. glCullFace(cull.mode);
  73. }
  74. if (cull.front_face != cur_state.cull.front_face) {
  75. glFrontFace(cull.front_face);
  76. }
  77. // Depth test
  78. if (depth.test_enabled != cur_state.depth.test_enabled) {
  79. if (depth.test_enabled) {
  80. glEnable(GL_DEPTH_TEST);
  81. } else {
  82. glDisable(GL_DEPTH_TEST);
  83. }
  84. }
  85. if (depth.test_func != cur_state.depth.test_func) {
  86. glDepthFunc(depth.test_func);
  87. }
  88. // Depth mask
  89. if (depth.write_mask != cur_state.depth.write_mask) {
  90. glDepthMask(depth.write_mask);
  91. }
  92. // Color mask
  93. if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
  94. color_mask.green_enabled != cur_state.color_mask.green_enabled ||
  95. color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
  96. color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
  97. glColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled,
  98. color_mask.alpha_enabled);
  99. }
  100. // Stencil test
  101. if (stencil.test_enabled != cur_state.stencil.test_enabled) {
  102. if (stencil.test_enabled) {
  103. glEnable(GL_STENCIL_TEST);
  104. } else {
  105. glDisable(GL_STENCIL_TEST);
  106. }
  107. }
  108. if (stencil.test_func != cur_state.stencil.test_func ||
  109. stencil.test_ref != cur_state.stencil.test_ref ||
  110. stencil.test_mask != cur_state.stencil.test_mask) {
  111. glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
  112. }
  113. if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
  114. stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
  115. stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
  116. glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail,
  117. stencil.action_depth_pass);
  118. }
  119. // Stencil mask
  120. if (stencil.write_mask != cur_state.stencil.write_mask) {
  121. glStencilMask(stencil.write_mask);
  122. }
  123. // Blending
  124. if (blend.enabled != cur_state.blend.enabled) {
  125. if (blend.enabled) {
  126. glEnable(GL_BLEND);
  127. glDisable(GL_COLOR_LOGIC_OP);
  128. } else {
  129. glDisable(GL_BLEND);
  130. glEnable(GL_COLOR_LOGIC_OP);
  131. }
  132. }
  133. if (blend.color.red != cur_state.blend.color.red ||
  134. blend.color.green != cur_state.blend.color.green ||
  135. blend.color.blue != cur_state.blend.color.blue ||
  136. blend.color.alpha != cur_state.blend.color.alpha) {
  137. glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
  138. }
  139. if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
  140. blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
  141. blend.src_a_func != cur_state.blend.src_a_func ||
  142. blend.dst_a_func != cur_state.blend.dst_a_func) {
  143. glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func,
  144. blend.dst_a_func);
  145. }
  146. if (blend.rgb_equation != cur_state.blend.rgb_equation ||
  147. blend.a_equation != cur_state.blend.a_equation) {
  148. glBlendEquationSeparate(blend.rgb_equation, blend.a_equation);
  149. }
  150. if (logic_op != cur_state.logic_op) {
  151. glLogicOp(logic_op);
  152. }
  153. // Textures
  154. for (std::size_t i = 0; i < std::size(texture_units); ++i) {
  155. const auto& texture_unit = texture_units[i];
  156. const auto& cur_state_texture_unit = cur_state.texture_units[i];
  157. if (texture_unit.texture_2d != cur_state_texture_unit.texture_2d) {
  158. glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum());
  159. glBindTexture(GL_TEXTURE_2D, texture_unit.texture_2d);
  160. }
  161. if (texture_unit.sampler != cur_state_texture_unit.sampler) {
  162. glBindSampler(static_cast<GLuint>(i), texture_unit.sampler);
  163. }
  164. // Update the texture swizzle
  165. if (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
  166. texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
  167. texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
  168. texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) {
  169. std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g,
  170. texture_unit.swizzle.b, texture_unit.swizzle.a};
  171. glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
  172. }
  173. }
  174. // Framebuffer
  175. if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
  176. glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
  177. }
  178. if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
  179. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
  180. }
  181. // Vertex array
  182. if (draw.vertex_array != cur_state.draw.vertex_array) {
  183. glBindVertexArray(draw.vertex_array);
  184. }
  185. // Vertex buffer
  186. if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
  187. glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
  188. }
  189. // Uniform buffer
  190. if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
  191. glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
  192. }
  193. // Shader program
  194. if (draw.shader_program != cur_state.draw.shader_program) {
  195. glUseProgram(draw.shader_program);
  196. }
  197. // Program pipeline
  198. if (draw.program_pipeline != cur_state.draw.program_pipeline) {
  199. glBindProgramPipeline(draw.program_pipeline);
  200. }
  201. // Scissor test
  202. if (scissor.enabled != cur_state.scissor.enabled) {
  203. if (scissor.enabled) {
  204. glEnable(GL_SCISSOR_TEST);
  205. } else {
  206. glDisable(GL_SCISSOR_TEST);
  207. }
  208. }
  209. if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y ||
  210. scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) {
  211. glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
  212. }
  213. if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y ||
  214. viewport.width != cur_state.viewport.width ||
  215. viewport.height != cur_state.viewport.height) {
  216. glViewport(viewport.x, viewport.y, viewport.width, viewport.height);
  217. }
  218. // Clip distance
  219. for (size_t i = 0; i < clip_distance.size(); ++i) {
  220. if (clip_distance[i] != cur_state.clip_distance[i]) {
  221. if (clip_distance[i]) {
  222. glEnable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
  223. } else {
  224. glDisable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
  225. }
  226. }
  227. }
  228. cur_state = *this;
  229. }
  230. OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
  231. for (auto& unit : texture_units) {
  232. if (unit.texture_2d == handle) {
  233. unit.Unbind();
  234. }
  235. }
  236. return *this;
  237. }
  238. OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
  239. for (auto& unit : texture_units) {
  240. if (unit.sampler == handle) {
  241. unit.sampler = 0;
  242. }
  243. }
  244. return *this;
  245. }
  246. OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
  247. if (draw.shader_program == handle) {
  248. draw.shader_program = 0;
  249. }
  250. return *this;
  251. }
  252. OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
  253. if (draw.program_pipeline == handle) {
  254. draw.program_pipeline = 0;
  255. }
  256. return *this;
  257. }
  258. OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
  259. if (draw.vertex_buffer == handle) {
  260. draw.vertex_buffer = 0;
  261. }
  262. if (draw.uniform_buffer == handle) {
  263. draw.uniform_buffer = 0;
  264. }
  265. return *this;
  266. }
  267. OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
  268. if (draw.vertex_array == handle) {
  269. draw.vertex_array = 0;
  270. }
  271. return *this;
  272. }
  273. OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
  274. if (draw.read_framebuffer == handle) {
  275. draw.read_framebuffer = 0;
  276. }
  277. if (draw.draw_framebuffer == handle) {
  278. draw.draw_framebuffer = 0;
  279. }
  280. return *this;
  281. }