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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 <type_traits>
- #include <glad/glad.h>
- #include "video_core/engines/maxwell_3d.h"
- namespace OpenGL {
- class OpenGLState {
- public:
- struct {
- bool enabled = false; // GL_FRAMEBUFFER_SRGB
- } framebuffer_srgb;
- struct {
- bool alpha_to_coverage = false; // GL_ALPHA_TO_COVERAGE
- bool alpha_to_one = false; // GL_ALPHA_TO_ONE
- } multisample_control;
- struct {
- bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB
- } fragment_color_clamp;
- bool rasterizer_discard = false; // GL_RASTERIZER_DISCARD
- struct ColorMask {
- GLboolean red_enabled = GL_TRUE;
- GLboolean green_enabled = GL_TRUE;
- GLboolean blue_enabled = GL_TRUE;
- GLboolean alpha_enabled = GL_TRUE;
- };
- std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets>
- color_mask; // GL_COLOR_WRITEMASK
- struct {
- bool test_enabled = false; // GL_STENCIL_TEST
- struct {
- GLenum test_func = GL_ALWAYS; // GL_STENCIL_FUNC
- GLint test_ref = 0; // GL_STENCIL_REF
- GLuint test_mask = 0xFFFFFFFF; // GL_STENCIL_VALUE_MASK
- GLuint write_mask = 0xFFFFFFFF; // GL_STENCIL_WRITEMASK
- GLenum action_stencil_fail = GL_KEEP; // GL_STENCIL_FAIL
- GLenum action_depth_fail = GL_KEEP; // GL_STENCIL_PASS_DEPTH_FAIL
- GLenum action_depth_pass = GL_KEEP; // GL_STENCIL_PASS_DEPTH_PASS
- } front, back;
- } stencil;
- struct Blend {
- bool enabled = false; // GL_BLEND
- GLenum rgb_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_RGB
- GLenum a_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_ALPHA
- GLenum src_rgb_func = GL_ONE; // GL_BLEND_SRC_RGB
- GLenum dst_rgb_func = GL_ZERO; // GL_BLEND_DST_RGB
- GLenum src_a_func = GL_ONE; // GL_BLEND_SRC_ALPHA
- GLenum dst_a_func = GL_ZERO; // GL_BLEND_DST_ALPHA
- };
- std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend;
- struct {
- bool enabled = false;
- } independant_blend;
- static constexpr std::size_t NumSamplers = 32 * 5;
- static constexpr std::size_t NumImages = 8 * 5;
- std::array<GLuint, NumSamplers> textures = {};
- std::array<GLuint, NumSamplers> samplers = {};
- std::array<GLuint, NumImages> images = {};
- struct {
- GLuint read_framebuffer = 0; // GL_READ_FRAMEBUFFER_BINDING
- GLuint draw_framebuffer = 0; // GL_DRAW_FRAMEBUFFER_BINDING
- GLuint shader_program = 0; // GL_CURRENT_PROGRAM
- GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
- } draw;
- struct Viewport {
- GLint x = 0;
- GLint y = 0;
- GLint width = 0;
- GLint height = 0;
- GLfloat depth_range_near = 0.0f; // GL_DEPTH_RANGE
- GLfloat depth_range_far = 1.0f; // GL_DEPTH_RANGE
- struct {
- bool enabled = false; // GL_SCISSOR_TEST
- GLint x = 0;
- GLint y = 0;
- GLsizei width = 0;
- GLsizei height = 0;
- } scissor;
- };
- std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
- std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
- struct {
- GLenum origin = GL_LOWER_LEFT;
- GLenum depth_mode = GL_NEGATIVE_ONE_TO_ONE;
- } clip_control;
- GLuint renderbuffer{}; // GL_RENDERBUFFER_BINDING
- OpenGLState();
- /// Get the currently active OpenGL state
- static OpenGLState GetCurState() {
- return cur_state;
- }
- void SetDefaultViewports();
- /// Apply this state as the current OpenGL state
- void Apply();
- void ApplyFramebufferState();
- void ApplyShaderProgram();
- void ApplyProgramPipeline();
- void ApplyClipDistances();
- void ApplyFragmentColorClamp();
- void ApplyMultisample();
- void ApplySRgb();
- void ApplyRasterizerDiscard();
- void ApplyColorMask();
- void ApplyStencilTest();
- void ApplyViewport();
- void ApplyTargetBlending(std::size_t target, bool force);
- void ApplyGlobalBlending();
- void ApplyBlending();
- void ApplyTextures();
- void ApplySamplers();
- void ApplyImages();
- void ApplyClipControl();
- void ApplyRenderBuffer();
- /// Resets any references to the given resource
- OpenGLState& UnbindTexture(GLuint handle);
- OpenGLState& ResetSampler(GLuint handle);
- OpenGLState& ResetProgram(GLuint handle);
- OpenGLState& ResetPipeline(GLuint handle);
- OpenGLState& ResetFramebuffer(GLuint handle);
- OpenGLState& ResetRenderbuffer(GLuint handle);
- /// Viewport does not affects glClearBuffer so emulate viewport using scissor test
- void EmulateViewportWithScissor();
- private:
- static OpenGLState cur_state;
- };
- static_assert(std::is_trivially_copyable_v<OpenGLState>);
- } // namespace OpenGL
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