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gl_state: Move initializers from constructor to class declaration

This commit is contained in:
ReinUsesLisp 2019-10-29 21:12:42 -03:00
parent 2ec5b55ee3
commit 28fece8e9b
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GPG Key ID: 2DFC508897B39CFE
2 changed files with 75 additions and 170 deletions

View File

@ -80,104 +80,7 @@ void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
} // namespace } // namespace
OpenGLState::OpenGLState() { OpenGLState::OpenGLState() = default;
// 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;
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;
alpha_test.enabled = false;
alpha_test.func = GL_ALWAYS;
alpha_test.ref = 0.0f;
}
void OpenGLState::SetDefaultViewports() { void OpenGLState::SetDefaultViewports() {
for (auto& item : viewports) { for (auto& item : viewports) {

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@ -5,6 +5,7 @@
#pragma once #pragma once
#include <array> #include <array>
#include <type_traits>
#include <glad/glad.h> #include <glad/glad.h>
#include "video_core/engines/maxwell_3d.h" #include "video_core/engines/maxwell_3d.h"
@ -36,137 +37,137 @@ constexpr TextureUnit ProcTexDiffLUT{9};
class OpenGLState { class OpenGLState {
public: public:
struct { struct {
bool enabled; // GL_FRAMEBUFFER_SRGB bool enabled = false; // GL_FRAMEBUFFER_SRGB
} framebuffer_srgb; } framebuffer_srgb;
struct { struct {
bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE bool alpha_to_coverage = false; // GL_ALPHA_TO_COVERAGE
bool alpha_to_one; // GL_ALPHA_TO_ONE bool alpha_to_one = false; // GL_ALPHA_TO_ONE
} multisample_control; } multisample_control;
struct { struct {
bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB
} fragment_color_clamp; } fragment_color_clamp;
struct { struct {
bool far_plane; bool far_plane = false;
bool near_plane; bool near_plane = false;
} depth_clamp; // GL_DEPTH_CLAMP } depth_clamp; // GL_DEPTH_CLAMP
struct { struct {
bool enabled; // GL_CULL_FACE bool enabled = false; // GL_CULL_FACE
GLenum mode; // GL_CULL_FACE_MODE GLenum mode = GL_BACK; // GL_CULL_FACE_MODE
GLenum front_face; // GL_FRONT_FACE GLenum front_face = GL_CCW; // GL_FRONT_FACE
} cull; } cull;
struct { struct {
bool test_enabled; // GL_DEPTH_TEST bool test_enabled = false; // GL_DEPTH_TEST
GLenum test_func; // GL_DEPTH_FUNC GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK
GLboolean write_mask; // GL_DEPTH_WRITEMASK GLenum test_func = GL_LESS; // GL_DEPTH_FUNC
} depth; } depth;
struct { struct {
bool enabled; bool enabled = false;
GLuint index; GLuint index = 0;
} primitive_restart; // GL_PRIMITIVE_RESTART } primitive_restart; // GL_PRIMITIVE_RESTART
struct ColorMask { struct ColorMask {
GLboolean red_enabled; GLboolean red_enabled = GL_TRUE;
GLboolean green_enabled; GLboolean green_enabled = GL_TRUE;
GLboolean blue_enabled; GLboolean blue_enabled = GL_TRUE;
GLboolean alpha_enabled; GLboolean alpha_enabled = GL_TRUE;
}; };
std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets>
color_mask; // GL_COLOR_WRITEMASK color_mask; // GL_COLOR_WRITEMASK
struct { struct {
bool test_enabled; // GL_STENCIL_TEST bool test_enabled = false; // GL_STENCIL_TEST
struct { struct {
GLenum test_func; // GL_STENCIL_FUNC GLenum test_func = GL_ALWAYS; // GL_STENCIL_FUNC
GLint test_ref; // GL_STENCIL_REF GLint test_ref = 0; // GL_STENCIL_REF
GLuint test_mask; // GL_STENCIL_VALUE_MASK GLuint test_mask = 0xFFFFFFFF; // GL_STENCIL_VALUE_MASK
GLuint write_mask; // GL_STENCIL_WRITEMASK GLuint write_mask = 0xFFFFFFFF; // GL_STENCIL_WRITEMASK
GLenum action_stencil_fail; // GL_STENCIL_FAIL GLenum action_stencil_fail = GL_KEEP; // GL_STENCIL_FAIL
GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL GLenum action_depth_fail = GL_KEEP; // GL_STENCIL_PASS_DEPTH_FAIL
GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS GLenum action_depth_pass = GL_KEEP; // GL_STENCIL_PASS_DEPTH_PASS
} front, back; } front, back;
} stencil; } stencil;
struct Blend { struct Blend {
bool enabled; // GL_BLEND bool enabled = true; // GL_BLEND
GLenum rgb_equation; // GL_BLEND_EQUATION_RGB GLenum rgb_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_RGB
GLenum a_equation; // GL_BLEND_EQUATION_ALPHA GLenum a_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_ALPHA
GLenum src_rgb_func; // GL_BLEND_SRC_RGB GLenum src_rgb_func = GL_ONE; // GL_BLEND_SRC_RGB
GLenum dst_rgb_func; // GL_BLEND_DST_RGB GLenum dst_rgb_func = GL_ZERO; // GL_BLEND_DST_RGB
GLenum src_a_func; // GL_BLEND_SRC_ALPHA GLenum src_a_func = GL_ONE; // GL_BLEND_SRC_ALPHA
GLenum dst_a_func; // GL_BLEND_DST_ALPHA GLenum dst_a_func = GL_ZERO; // GL_BLEND_DST_ALPHA
}; };
std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend; std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend;
struct { struct {
bool enabled; bool enabled = false;
} independant_blend; } independant_blend;
struct { struct {
GLclampf red; GLclampf red = 0.0f;
GLclampf green; GLclampf green = 0.0f;
GLclampf blue; GLclampf blue = 0.0f;
GLclampf alpha; GLclampf alpha = 0.0f;
} blend_color; // GL_BLEND_COLOR } blend_color; // GL_BLEND_COLOR
struct { struct {
bool enabled; // GL_LOGIC_OP_MODE bool enabled = false; // GL_LOGIC_OP_MODE
GLenum operation; GLenum operation = GL_COPY;
} logic_op; } logic_op;
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures{}; std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures = {};
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers{}; std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers = {};
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images{}; std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images = {};
struct { struct {
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING GLuint read_framebuffer = 0; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING GLuint draw_framebuffer = 0; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING GLuint vertex_array = 0; // GL_VERTEX_ARRAY_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM GLuint shader_program = 0; // GL_CURRENT_PROGRAM
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
} draw; } draw;
struct viewport { struct Viewport {
GLint x; GLint x = 0;
GLint y; GLint y = 0;
GLint width; GLint width = 0;
GLint height; GLint height = 0;
GLfloat depth_range_near; // GL_DEPTH_RANGE GLfloat depth_range_near = 0.0f; // GL_DEPTH_RANGE
GLfloat depth_range_far; // GL_DEPTH_RANGE GLfloat depth_range_far = 1.0f; // GL_DEPTH_RANGE
struct { struct {
bool enabled; // GL_SCISSOR_TEST bool enabled = false; // GL_SCISSOR_TEST
GLint x; GLint x = 0;
GLint y; GLint y = 0;
GLsizei width; GLsizei width = 0;
GLsizei height; GLsizei height = 0;
} scissor; } scissor;
}; };
std::array<viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports; std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
struct { struct {
float size; // GL_POINT_SIZE float size = 1.0f; // GL_POINT_SIZE
} point; } point;
struct { struct {
bool point_enable; bool point_enable = false;
bool line_enable; bool line_enable = false;
bool fill_enable; bool fill_enable = false;
GLfloat units; GLfloat units = 0.0f;
GLfloat factor; GLfloat factor = 0.0f;
GLfloat clamp; GLfloat clamp = 0.0f;
} polygon_offset; } polygon_offset;
struct { struct {
bool enabled; // GL_ALPHA_TEST bool enabled = false; // GL_ALPHA_TEST
GLenum func; // GL_ALPHA_TEST_FUNC GLenum func = GL_ALWAYS; // GL_ALPHA_TEST_FUNC
GLfloat ref; // GL_ALPHA_TEST_REF GLfloat ref = 0.0f; // GL_ALPHA_TEST_REF
} alpha_test; } alpha_test;
std::array<bool, 8> clip_distance; // GL_CLIP_DISTANCE std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
OpenGLState(); OpenGLState();
@ -253,5 +254,6 @@ private:
bool color_mask; bool color_mask;
} dirty{}; } dirty{};
}; };
static_assert(std::is_trivially_copyable_v<OpenGLState>);
} // namespace OpenGL } // namespace OpenGL