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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <glad/glad.h>
- #include "common/common_funcs.h"
- #include "common/logging/log.h"
- #include "video_core/renderer_opengl/gl_state.h"
- OpenGLState OpenGLState::cur_state;
- OpenGLState::OpenGLState() {
- // These all match default OpenGL values
- cull.enabled = false;
- cull.mode = GL_BACK;
- cull.front_face = GL_CCW;
- depth.test_enabled = false;
- depth.test_func = GL_LESS;
- depth.write_mask = GL_TRUE;
- color_mask.red_enabled = GL_TRUE;
- color_mask.green_enabled = GL_TRUE;
- color_mask.blue_enabled = GL_TRUE;
- color_mask.alpha_enabled = GL_TRUE;
- stencil.test_enabled = false;
- stencil.test_func = GL_ALWAYS;
- stencil.test_ref = 0;
- stencil.test_mask = -1;
- stencil.write_mask = -1;
- stencil.action_depth_fail = GL_KEEP;
- stencil.action_depth_pass = GL_KEEP;
- stencil.action_stencil_fail = GL_KEEP;
- blend.enabled = false;
- blend.src_rgb_func = GL_ONE;
- blend.dst_rgb_func = GL_ZERO;
- blend.src_a_func = GL_ONE;
- blend.dst_a_func = GL_ZERO;
- blend.color.red = 0.0f;
- blend.color.green = 0.0f;
- blend.color.blue = 0.0f;
- blend.color.alpha = 0.0f;
- logic_op = GL_COPY;
- for (auto& texture_unit : texture_units) {
- texture_unit.texture_2d = 0;
- texture_unit.sampler = 0;
- }
- for (auto& lut : lighting_luts) {
- lut.texture_1d = 0;
- }
- draw.read_framebuffer = 0;
- draw.draw_framebuffer = 0;
- draw.vertex_array = 0;
- draw.vertex_buffer = 0;
- draw.uniform_buffer = 0;
- draw.shader_program = 0;
- }
- void OpenGLState::Apply() const {
- // Culling
- if (cull.enabled != cur_state.cull.enabled) {
- if (cull.enabled) {
- glEnable(GL_CULL_FACE);
- } else {
- glDisable(GL_CULL_FACE);
- }
- }
- if (cull.mode != cur_state.cull.mode) {
- glCullFace(cull.mode);
- }
- if (cull.front_face != cur_state.cull.front_face) {
- glFrontFace(cull.front_face);
- }
- // Depth test
- if (depth.test_enabled != cur_state.depth.test_enabled) {
- if (depth.test_enabled) {
- glEnable(GL_DEPTH_TEST);
- } else {
- glDisable(GL_DEPTH_TEST);
- }
- }
- if (depth.test_func != cur_state.depth.test_func) {
- glDepthFunc(depth.test_func);
- }
- // Depth mask
- if (depth.write_mask != cur_state.depth.write_mask) {
- glDepthMask(depth.write_mask);
- }
- // Color mask
- if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
- color_mask.green_enabled != cur_state.color_mask.green_enabled ||
- color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
- color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
- glColorMask(color_mask.red_enabled, color_mask.green_enabled,
- color_mask.blue_enabled, color_mask.alpha_enabled);
- }
- // Stencil test
- if (stencil.test_enabled != cur_state.stencil.test_enabled) {
- if (stencil.test_enabled) {
- glEnable(GL_STENCIL_TEST);
- } else {
- glDisable(GL_STENCIL_TEST);
- }
- }
- if (stencil.test_func != cur_state.stencil.test_func ||
- stencil.test_ref != cur_state.stencil.test_ref ||
- stencil.test_mask != cur_state.stencil.test_mask) {
- glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
- }
- if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
- stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
- stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
- glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
- }
- // Stencil mask
- if (stencil.write_mask != cur_state.stencil.write_mask) {
- glStencilMask(stencil.write_mask);
- }
- // Blending
- 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);
- glEnable(GL_COLOR_LOGIC_OP);
- }
- }
- 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);
- }
- if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
- blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
- blend.src_a_func != cur_state.blend.src_a_func ||
- blend.dst_a_func != cur_state.blend.dst_a_func) {
- glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func,
- blend.src_a_func, blend.dst_a_func);
- }
- if (logic_op != cur_state.logic_op) {
- glLogicOp(logic_op);
- }
- // Textures
- for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
- if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
- glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
- }
- if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
- glBindSampler(i, texture_units[i].sampler);
- }
- }
- // Lighting LUTs
- for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
- if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) {
- glActiveTexture(GL_TEXTURE3 + i);
- glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d);
- }
- }
- // Framebuffer
- 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);
- }
- // Vertex array
- if (draw.vertex_array != cur_state.draw.vertex_array) {
- glBindVertexArray(draw.vertex_array);
- }
- // Vertex buffer
- if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
- glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
- }
- // Uniform buffer
- if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
- glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
- }
- // Shader program
- if (draw.shader_program != cur_state.draw.shader_program) {
- glUseProgram(draw.shader_program);
- }
- cur_state = *this;
- }
- GLenum OpenGLState::CheckFBStatus(GLenum target) {
- GLenum fb_status = glCheckFramebufferStatus(target);
- if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
- const char* fb_description = (target == GL_READ_FRAMEBUFFER ? "READ" : (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
- LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description, fb_status);
- }
- return fb_status;
- }
- void OpenGLState::ResetTexture(GLuint handle) {
- for (auto& unit : cur_state.texture_units) {
- if (unit.texture_2d == handle) {
- unit.texture_2d = 0;
- }
- }
- }
- void OpenGLState::ResetSampler(GLuint handle) {
- for (auto& unit : cur_state.texture_units) {
- if (unit.sampler == handle) {
- unit.sampler = 0;
- }
- }
- }
- void OpenGLState::ResetProgram(GLuint handle) {
- if (cur_state.draw.shader_program == handle) {
- cur_state.draw.shader_program = 0;
- }
- }
- 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;
- }
- }
- void OpenGLState::ResetVertexArray(GLuint handle) {
- if (cur_state.draw.vertex_array == handle) {
- cur_state.draw.vertex_array = 0;
- }
- }
- void OpenGLState::ResetFramebuffer(GLuint handle) {
- if (cur_state.draw.read_framebuffer == handle) {
- cur_state.draw.read_framebuffer = 0;
- }
- if (cur_state.draw.draw_framebuffer == handle) {
- cur_state.draw.draw_framebuffer = 0;
- }
- }
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