Improve OpenGL state handling
This commit is contained in:
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da5fcbf501
commit
aca218aea0
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@ -104,7 +104,7 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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}
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ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
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OpenGLState::ApplyDefaultState();
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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@ -115,8 +115,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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state.draw.shader_program = 0;
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state.Apply();
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glEnable(GL_BLEND);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
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LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
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@ -89,7 +89,18 @@ OpenGLState::OpenGLState() {
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point.size = 1;
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}
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void OpenGLState::Apply() const {
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void OpenGLState::ApplyDefaultState() {
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glDisable(GL_FRAMEBUFFER_SRGB);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_PRIMITIVE_RESTART);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_BLEND);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_SCISSOR_TEST);
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}
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void OpenGLState::ApplySRgb() const {
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// sRGB
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if (framebuffer_srgb.enabled != cur_state.framebuffer_srgb.enabled) {
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if (framebuffer_srgb.enabled) {
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@ -100,82 +111,89 @@ void OpenGLState::Apply() const {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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}
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}
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void OpenGLState::ApplyCulling() const {
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// Culling
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if (cull.enabled != cur_state.cull.enabled) {
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const bool cull_changed = cull.enabled != cur_state.cull.enabled;
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if (cull_changed) {
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if (cull.enabled) {
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glEnable(GL_CULL_FACE);
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} else {
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glDisable(GL_CULL_FACE);
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}
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}
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if (cull.mode != cur_state.cull.mode) {
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if (cull.enabled) {
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if (cull_changed || cull.mode != cur_state.cull.mode) {
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glCullFace(cull.mode);
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}
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if (cull.front_face != cur_state.cull.front_face) {
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if (cull_changed || cull.front_face != cur_state.cull.front_face) {
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glFrontFace(cull.front_face);
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}
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}
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}
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void OpenGLState::ApplyDepth() const {
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// Depth test
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if (depth.test_enabled != cur_state.depth.test_enabled) {
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const bool depth_test_changed = depth.test_enabled != cur_state.depth.test_enabled;
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if (depth_test_changed) {
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if (depth.test_enabled) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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}
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if (depth.test_func != cur_state.depth.test_func) {
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if (depth.test_enabled &&
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(depth_test_changed || depth.test_func != cur_state.depth.test_func)) {
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glDepthFunc(depth.test_func);
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}
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// Depth mask
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if (depth.write_mask != cur_state.depth.write_mask) {
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glDepthMask(depth.write_mask);
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}
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// Depth range
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if (depth.depth_range_near != cur_state.depth.depth_range_near ||
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depth.depth_range_far != cur_state.depth.depth_range_far) {
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glDepthRange(depth.depth_range_near, depth.depth_range_far);
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}
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}
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// Primitive restart
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if (primitive_restart.enabled != cur_state.primitive_restart.enabled) {
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void OpenGLState::ApplyPrimitiveRestart() const {
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const bool primitive_restart_changed =
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primitive_restart.enabled != cur_state.primitive_restart.enabled;
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if (primitive_restart_changed) {
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if (primitive_restart.enabled) {
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glEnable(GL_PRIMITIVE_RESTART);
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} else {
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glDisable(GL_PRIMITIVE_RESTART);
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}
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}
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if (primitive_restart.index != cur_state.primitive_restart.index) {
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if (primitive_restart_changed ||
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(primitive_restart.enabled &&
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primitive_restart.index != cur_state.primitive_restart.index)) {
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glPrimitiveRestartIndex(primitive_restart.index);
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}
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}
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// Color mask
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if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
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color_mask.green_enabled != cur_state.color_mask.green_enabled ||
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color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
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color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
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glColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled,
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color_mask.alpha_enabled);
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}
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// Stencil test
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if (stencil.test_enabled != cur_state.stencil.test_enabled) {
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void OpenGLState::ApplyStencilTest() const {
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const bool stencil_test_changed = stencil.test_enabled != cur_state.stencil.test_enabled;
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if (stencil_test_changed) {
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if (stencil.test_enabled) {
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glEnable(GL_STENCIL_TEST);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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auto config_stencil = [](GLenum face, const auto& config, const auto& prev_config) {
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if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
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if (stencil.test_enabled) {
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auto config_stencil = [stencil_test_changed](GLenum face, const auto& config,
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const auto& prev_config) {
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if (stencil_test_changed || config.test_func != prev_config.test_func ||
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config.test_ref != prev_config.test_ref ||
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config.test_mask != prev_config.test_mask) {
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glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
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}
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if (config.action_depth_fail != prev_config.action_depth_fail ||
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if (stencil_test_changed || config.action_depth_fail != prev_config.action_depth_fail ||
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config.action_depth_pass != prev_config.action_depth_pass ||
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config.action_stencil_fail != prev_config.action_stencil_fail) {
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glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
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@ -187,9 +205,28 @@ void OpenGLState::Apply() const {
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};
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config_stencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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config_stencil(GL_BACK, stencil.back, cur_state.stencil.back);
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}
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}
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// Blending
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if (blend.enabled != cur_state.blend.enabled) {
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void OpenGLState::ApplyScissorTest() const {
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const bool scissor_changed = scissor.enabled != cur_state.scissor.enabled;
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if (scissor_changed) {
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if (scissor.enabled) {
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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if (scissor_changed || scissor_changed || scissor.x != cur_state.scissor.x ||
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scissor.y != cur_state.scissor.y || scissor.width != cur_state.scissor.width ||
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scissor.height != cur_state.scissor.height) {
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glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
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}
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}
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void OpenGLState::ApplyBlending() const {
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const bool blend_changed = blend.enabled != cur_state.blend.enabled;
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if (blend_changed) {
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if (blend.enabled) {
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ASSERT(!logic_op.enabled);
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glEnable(GL_BLEND);
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@ -197,15 +234,15 @@ void OpenGLState::Apply() const {
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glDisable(GL_BLEND);
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}
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}
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if (blend.color.red != cur_state.blend.color.red ||
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if (blend.enabled) {
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if (blend_changed || blend.color.red != cur_state.blend.color.red ||
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blend.color.green != cur_state.blend.color.green ||
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blend.color.blue != cur_state.blend.color.blue ||
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blend.color.alpha != cur_state.blend.color.alpha) {
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glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
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}
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if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
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if (blend_changed || blend.src_rgb_func != cur_state.blend.src_rgb_func ||
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blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
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blend.src_a_func != cur_state.blend.src_a_func ||
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blend.dst_a_func != cur_state.blend.dst_a_func) {
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@ -213,13 +250,16 @@ void OpenGLState::Apply() const {
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blend.dst_a_func);
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}
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if (blend.rgb_equation != cur_state.blend.rgb_equation ||
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if (blend_changed || blend.rgb_equation != cur_state.blend.rgb_equation ||
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blend.a_equation != cur_state.blend.a_equation) {
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glBlendEquationSeparate(blend.rgb_equation, blend.a_equation);
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}
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}
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}
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// Logic Operation
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if (logic_op.enabled != cur_state.logic_op.enabled) {
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void OpenGLState::ApplyLogicOp() const {
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const bool logic_op_changed = logic_op.enabled != cur_state.logic_op.enabled;
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if (logic_op_changed) {
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if (logic_op.enabled) {
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ASSERT(!blend.enabled);
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glEnable(GL_COLOR_LOGIC_OP);
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@ -228,11 +268,13 @@ void OpenGLState::Apply() const {
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}
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}
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if (logic_op.operation != cur_state.logic_op.operation) {
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if (logic_op.enabled &&
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(logic_op_changed || logic_op.operation != cur_state.logic_op.operation)) {
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glLogicOp(logic_op.operation);
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}
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}
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// Textures
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void OpenGLState::ApplyTextures() const {
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for (std::size_t i = 0; i < std::size(texture_units); ++i) {
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const auto& texture_unit = texture_units[i];
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const auto& cur_state_texture_unit = cur_state.texture_units[i];
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@ -251,9 +293,9 @@ void OpenGLState::Apply() const {
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glTexParameteriv(texture_unit.target, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
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}
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}
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}
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// Samplers
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{
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void OpenGLState::ApplySamplers() const {
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bool has_delta{};
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std::size_t first{}, last{};
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers;
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@ -271,8 +313,9 @@ void OpenGLState::Apply() const {
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glBindSamplers(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
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samplers.data());
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}
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}
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}
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void OpenGLState::Apply() const {
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// Framebuffer
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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@ -305,27 +348,12 @@ void OpenGLState::Apply() const {
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if (draw.program_pipeline != cur_state.draw.program_pipeline) {
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glBindProgramPipeline(draw.program_pipeline);
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}
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// Scissor test
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if (scissor.enabled != cur_state.scissor.enabled) {
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if (scissor.enabled) {
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y ||
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scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) {
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glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
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}
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// Viewport
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if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y ||
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viewport.width != cur_state.viewport.width ||
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viewport.height != cur_state.viewport.height) {
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glViewport(viewport.x, viewport.y, viewport.width, viewport.height);
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}
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// Clip distance
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for (std::size_t i = 0; i < clip_distance.size(); ++i) {
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if (clip_distance[i] != cur_state.clip_distance[i]) {
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@ -336,12 +364,28 @@ void OpenGLState::Apply() const {
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}
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}
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}
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// Color mask
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if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
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color_mask.green_enabled != cur_state.color_mask.green_enabled ||
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color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
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color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
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glColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled,
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color_mask.alpha_enabled);
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}
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// Point
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if (point.size != cur_state.point.size) {
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glPointSize(point.size);
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}
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ApplyScissorTest();
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ApplyStencilTest();
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ApplySRgb();
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ApplyCulling();
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ApplyDepth();
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ApplyPrimitiveRestart();
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ApplyBlending();
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ApplyLogicOp();
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ApplyTextures();
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ApplySamplers();
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cur_state = *this;
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}
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@ -173,7 +173,8 @@ public:
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}
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/// Apply this state as the current OpenGL state
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void Apply() const;
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/// Set the initial OpenGL state
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static void ApplyDefaultState();
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/// Resets any references to the given resource
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OpenGLState& UnbindTexture(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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@ -188,6 +189,16 @@ private:
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// Workaround for sRGB problems caused by
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// QT not supporting srgb output
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static bool s_rgb_used;
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void ApplySRgb() const;
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void ApplyCulling() const;
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void ApplyDepth() const;
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void ApplyPrimitiveRestart() const;
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void ApplyStencilTest() const;
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void ApplyScissorTest() const;
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void ApplyBlending() const;
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void ApplyLogicOp() const;
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void ApplyTextures() const;
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void ApplySamplers() const;
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};
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} // namespace OpenGL
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