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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <array>
- #include <glad/glad.h>
- #include "video_core/engines/maxwell_3d.h"
- namespace OpenGL {
- namespace TextureUnits {
- struct TextureUnit {
- GLint id;
- constexpr GLenum Enum() const {
- return static_cast<GLenum>(GL_TEXTURE0 + id);
- }
- };
- constexpr TextureUnit MaxwellTexture(int unit) {
- return TextureUnit{unit};
- }
- constexpr TextureUnit LightingLUT{3};
- constexpr TextureUnit FogLUT{4};
- constexpr TextureUnit ProcTexNoiseLUT{5};
- constexpr TextureUnit ProcTexColorMap{6};
- constexpr TextureUnit ProcTexAlphaMap{7};
- constexpr TextureUnit ProcTexLUT{8};
- constexpr TextureUnit ProcTexDiffLUT{9};
- } // namespace TextureUnits
- class OpenGLState {
- public:
- struct {
- bool enabled; // GL_FRAMEBUFFER_SRGB
- } framebuffer_srgb;
- struct {
- bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE
- bool alpha_to_one; // GL_ALPHA_TO_ONE
- } multisample_control;
- struct {
- bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
- } fragment_color_clamp;
- struct {
- bool far_plane;
- bool near_plane;
- } depth_clamp; // GL_DEPTH_CLAMP
- struct {
- bool enabled; // GL_CULL_FACE
- GLenum mode; // GL_CULL_FACE_MODE
- GLenum front_face; // GL_FRONT_FACE
- } cull;
- struct {
- bool test_enabled; // GL_DEPTH_TEST
- GLenum test_func; // GL_DEPTH_FUNC
- GLboolean write_mask; // GL_DEPTH_WRITEMASK
- } depth;
- struct {
- bool enabled;
- GLuint index;
- } primitive_restart; // GL_PRIMITIVE_RESTART
- struct ColorMask {
- GLboolean red_enabled;
- GLboolean green_enabled;
- GLboolean blue_enabled;
- GLboolean alpha_enabled;
- };
- std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets>
- color_mask; // GL_COLOR_WRITEMASK
- struct {
- bool test_enabled; // 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
- } 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
- };
- std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend;
- struct {
- bool enabled;
- } independant_blend;
- struct {
- GLclampf red;
- GLclampf green;
- GLclampf blue;
- GLclampf alpha;
- } blend_color; // GL_BLEND_COLOR
- struct {
- bool enabled; // GL_LOGIC_OP_MODE
- GLenum operation;
- } logic_op;
- // 3 texture units - one for each that is used in PICA fragment shader emulation
- struct TextureUnit {
- GLuint texture; // GL_TEXTURE_BINDING_2D
- GLuint sampler; // GL_SAMPLER_BINDING
- void Unbind() {
- texture = 0;
- }
- void Reset() {
- Unbind();
- sampler = 0;
- }
- };
- std::array<TextureUnit, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> texture_units;
- 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
- } 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 {
- bool enabled; // GL_SCISSOR_TEST
- GLint x;
- GLint y;
- GLsizei width;
- GLsizei height;
- } scissor;
- };
- std::array<viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
- struct {
- float size; // GL_POINT_SIZE
- } point;
- struct {
- bool point_enable;
- bool line_enable;
- bool fill_enable;
- GLfloat units;
- GLfloat factor;
- GLfloat clamp;
- } polygon_offset;
- std::array<bool, 8> clip_distance; // GL_CLIP_DISTANCE
- OpenGLState();
- /// Get the currently active OpenGL state
- 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;
- 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 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
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