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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <iterator>
- #include <glad/glad.h>
- #include "common/assert.h"
- #include "common/logging/log.h"
- #include "video_core/renderer_opengl/gl_state.h"
- namespace OpenGL {
- using Maxwell = Tegra::Engines::Maxwell3D::Regs;
- OpenGLState OpenGLState::cur_state;
- bool OpenGLState::s_rgb_used;
- namespace {
- template <typename T>
- bool UpdateValue(T& current_value, const T new_value) {
- const bool changed = current_value != new_value;
- current_value = new_value;
- return changed;
- }
- template <typename T1, typename T2>
- bool UpdateTie(T1 current_value, const T2 new_value) {
- const bool changed = current_value != new_value;
- current_value = new_value;
- return changed;
- }
- void Enable(GLenum cap, bool enable) {
- if (enable) {
- glEnable(cap);
- } else {
- glDisable(cap);
- }
- }
- void Enable(GLenum cap, GLuint index, bool enable) {
- if (enable) {
- glEnablei(cap, index);
- } else {
- glDisablei(cap, index);
- }
- }
- void Enable(GLenum cap, bool& current_value, bool new_value) {
- if (UpdateValue(current_value, new_value))
- Enable(cap, new_value);
- }
- void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
- if (UpdateValue(current_value, new_value))
- Enable(cap, index, new_value);
- }
- } // namespace
- OpenGLState::OpenGLState() {
- // These all match default OpenGL values
- framebuffer_srgb.enabled = false;
- multisample_control.alpha_to_coverage = false;
- multisample_control.alpha_to_one = false;
- 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;
- primitive_restart.enabled = false;
- primitive_restart.index = 0;
- for (auto& item : color_mask) {
- item.red_enabled = GL_TRUE;
- item.green_enabled = GL_TRUE;
- item.blue_enabled = GL_TRUE;
- item.alpha_enabled = GL_TRUE;
- }
- const auto ResetStencil = [](auto& config) {
- config.test_func = GL_ALWAYS;
- config.test_ref = 0;
- config.test_mask = 0xFFFFFFFF;
- config.write_mask = 0xFFFFFFFF;
- config.action_depth_fail = GL_KEEP;
- config.action_depth_pass = GL_KEEP;
- config.action_stencil_fail = GL_KEEP;
- };
- stencil.test_enabled = false;
- ResetStencil(stencil.front);
- ResetStencil(stencil.back);
- for (auto& item : viewports) {
- item.x = 0;
- item.y = 0;
- item.width = 0;
- item.height = 0;
- item.depth_range_near = 0.0f;
- item.depth_range_far = 1.0f;
- item.scissor.enabled = false;
- item.scissor.x = 0;
- item.scissor.y = 0;
- item.scissor.width = 0;
- item.scissor.height = 0;
- }
- for (auto& item : blend) {
- item.enabled = true;
- item.rgb_equation = GL_FUNC_ADD;
- item.a_equation = GL_FUNC_ADD;
- item.src_rgb_func = GL_ONE;
- item.dst_rgb_func = GL_ZERO;
- item.src_a_func = GL_ONE;
- item.dst_a_func = GL_ZERO;
- }
- independant_blend.enabled = false;
- blend_color.red = 0.0f;
- blend_color.green = 0.0f;
- blend_color.blue = 0.0f;
- blend_color.alpha = 0.0f;
- logic_op.enabled = false;
- logic_op.operation = GL_COPY;
- for (auto& texture_unit : texture_units) {
- texture_unit.Reset();
- }
- draw.read_framebuffer = 0;
- draw.draw_framebuffer = 0;
- draw.vertex_array = 0;
- draw.shader_program = 0;
- draw.program_pipeline = 0;
- clip_distance = {};
- point.size = 1;
- fragment_color_clamp.enabled = false;
- depth_clamp.far_plane = false;
- depth_clamp.near_plane = false;
- polygon_offset.fill_enable = false;
- polygon_offset.line_enable = false;
- polygon_offset.point_enable = false;
- polygon_offset.factor = 0.0f;
- polygon_offset.units = 0.0f;
- polygon_offset.clamp = 0.0f;
- }
- void OpenGLState::ApplyDefaultState() {
- glEnable(GL_BLEND);
- glDisable(GL_FRAMEBUFFER_SRGB);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_PRIMITIVE_RESTART);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_COLOR_LOGIC_OP);
- glDisable(GL_SCISSOR_TEST);
- }
- void OpenGLState::ApplyFramebufferState() const {
- if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
- glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
- }
- if (UpdateValue(cur_state.draw.draw_framebuffer, draw.draw_framebuffer)) {
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
- }
- }
- void OpenGLState::ApplyVertexArrayState() const {
- if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) {
- glBindVertexArray(draw.vertex_array);
- }
- }
- void OpenGLState::ApplyShaderProgram() const {
- if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
- glUseProgram(draw.shader_program);
- }
- }
- void OpenGLState::ApplyProgramPipeline() const {
- if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) {
- glBindProgramPipeline(draw.program_pipeline);
- }
- }
- void OpenGLState::ApplyClipDistances() const {
- for (std::size_t i = 0; i < clip_distance.size(); ++i) {
- Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i],
- clip_distance[i]);
- }
- }
- void OpenGLState::ApplyPointSize() const {
- if (UpdateValue(cur_state.point.size, point.size)) {
- glPointSize(point.size);
- }
- }
- void OpenGLState::ApplyFragmentColorClamp() const {
- if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) {
- glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
- fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
- }
- }
- void OpenGLState::ApplyMultisample() const {
- Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage,
- multisample_control.alpha_to_coverage);
- Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one,
- multisample_control.alpha_to_one);
- }
- void OpenGLState::ApplyDepthClamp() const {
- if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
- depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
- return;
- }
- cur_state.depth_clamp = depth_clamp;
- UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane,
- "Unimplemented Depth Clamp Separation!");
- Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane);
- }
- void OpenGLState::ApplySRgb() const {
- if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
- return;
- cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
- if (framebuffer_srgb.enabled) {
- // Track if sRGB is used
- s_rgb_used = true;
- glEnable(GL_FRAMEBUFFER_SRGB);
- } else {
- glDisable(GL_FRAMEBUFFER_SRGB);
- }
- }
- void OpenGLState::ApplyCulling() const {
- Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled);
- if (UpdateValue(cur_state.cull.mode, cull.mode)) {
- glCullFace(cull.mode);
- }
- if (UpdateValue(cur_state.cull.front_face, cull.front_face)) {
- glFrontFace(cull.front_face);
- }
- }
- void OpenGLState::ApplyColorMask() const {
- for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
- const auto& updated = color_mask[i];
- auto& current = cur_state.color_mask[i];
- if (updated.red_enabled != current.red_enabled ||
- updated.green_enabled != current.green_enabled ||
- updated.blue_enabled != current.blue_enabled ||
- updated.alpha_enabled != current.alpha_enabled) {
- current = updated;
- glColorMaski(static_cast<GLuint>(i), updated.red_enabled, updated.green_enabled,
- updated.blue_enabled, updated.alpha_enabled);
- }
- }
- }
- void OpenGLState::ApplyDepth() const {
- Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled);
- if (cur_state.depth.test_func != depth.test_func) {
- cur_state.depth.test_func = depth.test_func;
- glDepthFunc(depth.test_func);
- }
- if (cur_state.depth.write_mask != depth.write_mask) {
- cur_state.depth.write_mask = depth.write_mask;
- glDepthMask(depth.write_mask);
- }
- }
- void OpenGLState::ApplyPrimitiveRestart() const {
- Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled);
- if (cur_state.primitive_restart.index != primitive_restart.index) {
- cur_state.primitive_restart.index = primitive_restart.index;
- glPrimitiveRestartIndex(primitive_restart.index);
- }
- }
- void OpenGLState::ApplyStencilTest() const {
- Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
- const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
- if (current.test_func != config.test_func || current.test_ref != config.test_ref ||
- current.test_mask != config.test_mask) {
- current.test_func = config.test_func;
- current.test_ref = config.test_ref;
- current.test_mask = config.test_mask;
- glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
- }
- if (current.action_depth_fail != config.action_depth_fail ||
- current.action_depth_pass != config.action_depth_pass ||
- current.action_stencil_fail != config.action_stencil_fail) {
- current.action_depth_fail = config.action_depth_fail;
- current.action_depth_pass = config.action_depth_pass;
- current.action_stencil_fail = config.action_stencil_fail;
- glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
- config.action_depth_pass);
- }
- if (current.write_mask != config.write_mask) {
- current.write_mask = config.write_mask;
- glStencilMaskSeparate(face, config.write_mask);
- }
- };
- ConfigStencil(GL_FRONT, stencil.front, cur_state.stencil.front);
- ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
- }
- void OpenGLState::ApplyViewport() const {
- for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) {
- const auto& updated = viewports[i];
- auto& current = cur_state.viewports[i];
- if (current.x != updated.x || current.y != updated.y || current.width != updated.width ||
- current.height != updated.height) {
- current.x = updated.x;
- current.y = updated.y;
- current.width = updated.width;
- current.height = updated.height;
- glViewportIndexedf(i, static_cast<GLfloat>(updated.x), static_cast<GLfloat>(updated.y),
- static_cast<GLfloat>(updated.width),
- static_cast<GLfloat>(updated.height));
- }
- if (current.depth_range_near != updated.depth_range_near ||
- current.depth_range_far != updated.depth_range_far) {
- current.depth_range_near = updated.depth_range_near;
- current.depth_range_far = updated.depth_range_far;
- glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
- }
- Enable(GL_SCISSOR_TEST, i, current.scissor.enabled, updated.scissor.enabled);
- if (current.scissor.x != updated.scissor.x || current.scissor.y != updated.scissor.y ||
- current.scissor.width != updated.scissor.width ||
- current.scissor.height != updated.scissor.height) {
- current.scissor.x = updated.scissor.x;
- current.scissor.y = updated.scissor.y;
- current.scissor.width = updated.scissor.width;
- current.scissor.height = updated.scissor.height;
- glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width,
- updated.scissor.height);
- }
- }
- }
- void OpenGLState::ApplyGlobalBlending() const {
- const Blend& updated = blend[0];
- Blend& current = cur_state.blend[0];
- Enable(GL_BLEND, current.enabled, updated.enabled);
- if (current.src_rgb_func != updated.src_rgb_func ||
- current.dst_rgb_func != updated.dst_rgb_func || current.src_a_func != updated.src_a_func ||
- current.dst_a_func != updated.dst_a_func) {
- current.src_rgb_func = updated.src_rgb_func;
- current.dst_rgb_func = updated.dst_rgb_func;
- current.src_a_func = updated.src_a_func;
- current.dst_a_func = updated.dst_a_func;
- glBlendFuncSeparate(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
- updated.dst_a_func);
- }
- if (current.rgb_equation != updated.rgb_equation || current.a_equation != updated.a_equation) {
- current.rgb_equation = updated.rgb_equation;
- current.a_equation = updated.a_equation;
- glBlendEquationSeparate(updated.rgb_equation, updated.a_equation);
- }
- }
- void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
- const Blend& updated = blend[target];
- Blend& current = cur_state.blend[target];
- if (current.enabled != updated.enabled || force) {
- current.enabled = updated.enabled;
- Enable(GL_BLEND, static_cast<GLuint>(target), updated.enabled);
- }
- if (UpdateTie(std::tie(current.src_rgb_func, current.dst_rgb_func, current.src_a_func,
- current.dst_a_func),
- std::tie(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
- updated.dst_a_func))) {
- glBlendFuncSeparatei(static_cast<GLuint>(target), updated.src_rgb_func,
- updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func);
- }
- if (UpdateTie(std::tie(current.rgb_equation, current.a_equation),
- std::tie(updated.rgb_equation, updated.a_equation))) {
- glBlendEquationSeparatei(static_cast<GLuint>(target), updated.rgb_equation,
- updated.a_equation);
- }
- }
- void OpenGLState::ApplyBlending() const {
- if (independant_blend.enabled) {
- const bool force = independant_blend.enabled != cur_state.independant_blend.enabled;
- for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) {
- ApplyTargetBlending(target, force);
- }
- } else {
- ApplyGlobalBlending();
- }
- cur_state.independant_blend.enabled = independant_blend.enabled;
- if (UpdateTie(
- std::tie(cur_state.blend_color.red, cur_state.blend_color.green,
- cur_state.blend_color.blue, cur_state.blend_color.alpha),
- std::tie(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha))) {
- glBlendColor(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha);
- }
- }
- void OpenGLState::ApplyLogicOp() const {
- Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled);
- if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) {
- glLogicOp(logic_op.operation);
- }
- }
- void OpenGLState::ApplyPolygonOffset() const {
- Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable,
- polygon_offset.fill_enable);
- Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable,
- polygon_offset.line_enable);
- Enable(GL_POLYGON_OFFSET_POINT, cur_state.polygon_offset.point_enable,
- polygon_offset.point_enable);
- if (UpdateTie(std::tie(cur_state.polygon_offset.factor, cur_state.polygon_offset.units,
- cur_state.polygon_offset.clamp),
- std::tie(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp))) {
- if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) {
- glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp);
- } else {
- UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0,
- "Unimplemented Depth polygon offset clamp.");
- glPolygonOffset(polygon_offset.factor, polygon_offset.units);
- }
- }
- }
- void OpenGLState::ApplyTextures() const {
- bool has_delta{};
- std::size_t first{};
- std::size_t last{};
- std::array<GLuint, Maxwell::NumTextureSamplers> textures;
- for (std::size_t i = 0; i < std::size(texture_units); ++i) {
- const auto& texture_unit = texture_units[i];
- auto& cur_state_texture_unit = cur_state.texture_units[i];
- textures[i] = texture_unit.texture;
- if (cur_state_texture_unit.texture == textures[i]) {
- continue;
- }
- cur_state_texture_unit.texture = textures[i];
- if (!has_delta) {
- first = i;
- has_delta = true;
- }
- last = i;
- }
- if (has_delta) {
- glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
- textures.data() + first);
- }
- }
- void OpenGLState::ApplySamplers() const {
- bool has_delta{};
- std::size_t first{};
- std::size_t last{};
- std::array<GLuint, Maxwell::NumTextureSamplers> samplers;
- for (std::size_t i = 0; i < std::size(samplers); ++i) {
- samplers[i] = texture_units[i].sampler;
- if (cur_state.texture_units[i].sampler == texture_units[i].sampler) {
- continue;
- }
- cur_state.texture_units[i].sampler = texture_units[i].sampler;
- if (!has_delta) {
- first = i;
- has_delta = true;
- }
- last = i;
- }
- if (has_delta) {
- glBindSamplers(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
- samplers.data() + first);
- }
- }
- void OpenGLState::Apply() const {
- ApplyFramebufferState();
- ApplyVertexArrayState();
- ApplyShaderProgram();
- ApplyProgramPipeline();
- ApplyClipDistances();
- ApplyPointSize();
- ApplyFragmentColorClamp();
- ApplyMultisample();
- ApplyDepthClamp();
- ApplyColorMask();
- ApplyViewport();
- ApplyStencilTest();
- ApplySRgb();
- ApplyCulling();
- ApplyDepth();
- ApplyPrimitiveRestart();
- ApplyBlending();
- ApplyLogicOp();
- ApplyTextures();
- ApplySamplers();
- ApplyPolygonOffset();
- }
- void OpenGLState::EmulateViewportWithScissor() {
- auto& current = viewports[0];
- if (current.scissor.enabled) {
- const GLint left = std::max(current.x, current.scissor.x);
- const GLint right =
- std::max(current.x + current.width, current.scissor.x + current.scissor.width);
- const GLint bottom = std::max(current.y, current.scissor.y);
- const GLint top =
- std::max(current.y + current.height, current.scissor.y + current.scissor.height);
- current.scissor.x = std::max(left, 0);
- current.scissor.y = std::max(bottom, 0);
- current.scissor.width = std::max(right - left, 0);
- current.scissor.height = std::max(top - bottom, 0);
- } else {
- current.scissor.enabled = true;
- current.scissor.x = current.x;
- current.scissor.y = current.y;
- current.scissor.width = current.width;
- current.scissor.height = current.height;
- }
- }
- OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
- for (auto& unit : texture_units) {
- if (unit.texture == handle) {
- unit.Unbind();
- }
- }
- return *this;
- }
- OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
- for (auto& unit : texture_units) {
- if (unit.sampler == handle) {
- unit.sampler = 0;
- }
- }
- return *this;
- }
- OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
- if (draw.shader_program == handle) {
- draw.shader_program = 0;
- }
- return *this;
- }
- OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
- if (draw.program_pipeline == handle) {
- draw.program_pipeline = 0;
- }
- return *this;
- }
- OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
- if (draw.vertex_array == handle) {
- draw.vertex_array = 0;
- }
- return *this;
- }
- OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
- if (draw.read_framebuffer == handle) {
- draw.read_framebuffer = 0;
- }
- if (draw.draw_framebuffer == handle) {
- draw.draw_framebuffer = 0;
- }
- return *this;
- }
- } // namespace OpenGL
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