gl_state.h 4.8 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. #pragma once
  5. #include <array>
  6. #include <glad/glad.h>
  7. namespace TextureUnits {
  8. struct TextureUnit {
  9. GLint id;
  10. constexpr GLenum Enum() const {
  11. return static_cast<GLenum>(GL_TEXTURE0 + id);
  12. }
  13. };
  14. constexpr TextureUnit MaxwellTexture(int unit) {
  15. return TextureUnit{unit};
  16. }
  17. constexpr TextureUnit LightingLUT{3};
  18. constexpr TextureUnit FogLUT{4};
  19. constexpr TextureUnit ProcTexNoiseLUT{5};
  20. constexpr TextureUnit ProcTexColorMap{6};
  21. constexpr TextureUnit ProcTexAlphaMap{7};
  22. constexpr TextureUnit ProcTexLUT{8};
  23. constexpr TextureUnit ProcTexDiffLUT{9};
  24. } // namespace TextureUnits
  25. class OpenGLState {
  26. public:
  27. struct {
  28. bool enabled; // GL_CULL_FACE
  29. GLenum mode; // GL_CULL_FACE_MODE
  30. GLenum front_face; // GL_FRONT_FACE
  31. } cull;
  32. struct {
  33. bool test_enabled; // GL_DEPTH_TEST
  34. GLenum test_func; // GL_DEPTH_FUNC
  35. GLboolean write_mask; // GL_DEPTH_WRITEMASK
  36. } depth;
  37. struct {
  38. GLboolean red_enabled;
  39. GLboolean green_enabled;
  40. GLboolean blue_enabled;
  41. GLboolean alpha_enabled;
  42. } color_mask; // GL_COLOR_WRITEMASK
  43. struct {
  44. bool test_enabled; // GL_STENCIL_TEST
  45. GLenum test_func; // GL_STENCIL_FUNC
  46. GLint test_ref; // GL_STENCIL_REF
  47. GLuint test_mask; // GL_STENCIL_VALUE_MASK
  48. GLuint write_mask; // GL_STENCIL_WRITEMASK
  49. GLenum action_stencil_fail; // GL_STENCIL_FAIL
  50. GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
  51. GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
  52. } stencil;
  53. struct {
  54. bool enabled; // GL_BLEND
  55. GLenum rgb_equation; // GL_BLEND_EQUATION_RGB
  56. GLenum a_equation; // GL_BLEND_EQUATION_ALPHA
  57. GLenum src_rgb_func; // GL_BLEND_SRC_RGB
  58. GLenum dst_rgb_func; // GL_BLEND_DST_RGB
  59. GLenum src_a_func; // GL_BLEND_SRC_ALPHA
  60. GLenum dst_a_func; // GL_BLEND_DST_ALPHA
  61. struct {
  62. GLclampf red;
  63. GLclampf green;
  64. GLclampf blue;
  65. GLclampf alpha;
  66. } color; // GL_BLEND_COLOR
  67. } blend;
  68. GLenum logic_op; // GL_LOGIC_OP_MODE
  69. // 3 texture units - one for each that is used in PICA fragment shader emulation
  70. struct {
  71. GLuint texture_2d; // GL_TEXTURE_BINDING_2D
  72. GLuint sampler; // GL_SAMPLER_BINDING
  73. } texture_units[32];
  74. struct {
  75. GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
  76. } lighting_lut;
  77. struct {
  78. GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
  79. } fog_lut;
  80. struct {
  81. GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
  82. } proctex_noise_lut;
  83. struct {
  84. GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
  85. } proctex_color_map;
  86. struct {
  87. GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
  88. } proctex_alpha_map;
  89. struct {
  90. GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
  91. } proctex_lut;
  92. struct {
  93. GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
  94. } proctex_diff_lut;
  95. struct {
  96. GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
  97. GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
  98. GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
  99. GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
  100. GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
  101. GLuint shader_program; // GL_CURRENT_PROGRAM
  102. GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
  103. struct ConstBufferConfig {
  104. bool enabled;
  105. GLuint bindpoint;
  106. GLuint ssbo;
  107. };
  108. std::array<std::array<ConstBufferConfig, 16>, 5> const_buffers{};
  109. } draw;
  110. struct {
  111. bool enabled; // GL_SCISSOR_TEST
  112. GLint x;
  113. GLint y;
  114. GLsizei width;
  115. GLsizei height;
  116. } scissor;
  117. struct {
  118. GLint x;
  119. GLint y;
  120. GLsizei width;
  121. GLsizei height;
  122. } viewport;
  123. std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
  124. OpenGLState();
  125. /// Get the currently active OpenGL state
  126. static OpenGLState GetCurState() {
  127. return cur_state;
  128. }
  129. /// Apply this state as the current OpenGL state
  130. void Apply() const;
  131. /// Resets any references to the given resource
  132. OpenGLState& ResetTexture(GLuint handle);
  133. OpenGLState& ResetSampler(GLuint handle);
  134. OpenGLState& ResetProgram(GLuint handle);
  135. OpenGLState& ResetPipeline(GLuint handle);
  136. OpenGLState& ResetBuffer(GLuint handle);
  137. OpenGLState& ResetVertexArray(GLuint handle);
  138. OpenGLState& ResetFramebuffer(GLuint handle);
  139. private:
  140. static OpenGLState cur_state;
  141. };