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gl_state: Move dirty checks to individual apply calls instead of Apply

This requires removing constness from some methods, but for consistency
it's removed in all methods.
This commit is contained in:
ReinUsesLisp 2019-10-29 21:24:34 -03:00
parent 3c6557c235
commit ce20ed8e4e
No known key found for this signature in database
GPG Key ID: 2DFC508897B39CFE
2 changed files with 74 additions and 66 deletions

View File

@ -92,7 +92,7 @@ void OpenGLState::SetDefaultViewports() {
depth_clamp.near_plane = false; depth_clamp.near_plane = false;
} }
void OpenGLState::ApplyFramebufferState() const { void OpenGLState::ApplyFramebufferState() {
if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) { if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
} }
@ -101,52 +101,52 @@ void OpenGLState::ApplyFramebufferState() const {
} }
} }
void OpenGLState::ApplyVertexArrayState() const { void OpenGLState::ApplyVertexArrayState() {
if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) { if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) {
glBindVertexArray(draw.vertex_array); glBindVertexArray(draw.vertex_array);
} }
} }
void OpenGLState::ApplyShaderProgram() const { void OpenGLState::ApplyShaderProgram() {
if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) { if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
glUseProgram(draw.shader_program); glUseProgram(draw.shader_program);
} }
} }
void OpenGLState::ApplyProgramPipeline() const { void OpenGLState::ApplyProgramPipeline() {
if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) { if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) {
glBindProgramPipeline(draw.program_pipeline); glBindProgramPipeline(draw.program_pipeline);
} }
} }
void OpenGLState::ApplyClipDistances() const { void OpenGLState::ApplyClipDistances() {
for (std::size_t i = 0; i < clip_distance.size(); ++i) { for (std::size_t i = 0; i < clip_distance.size(); ++i) {
Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i], Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i],
clip_distance[i]); clip_distance[i]);
} }
} }
void OpenGLState::ApplyPointSize() const { void OpenGLState::ApplyPointSize() {
if (UpdateValue(cur_state.point.size, point.size)) { if (UpdateValue(cur_state.point.size, point.size)) {
glPointSize(point.size); glPointSize(point.size);
} }
} }
void OpenGLState::ApplyFragmentColorClamp() const { void OpenGLState::ApplyFragmentColorClamp() {
if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) { if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) {
glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB, glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE); fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
} }
} }
void OpenGLState::ApplyMultisample() const { void OpenGLState::ApplyMultisample() {
Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage, Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage,
multisample_control.alpha_to_coverage); multisample_control.alpha_to_coverage);
Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one, Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one,
multisample_control.alpha_to_one); multisample_control.alpha_to_one);
} }
void OpenGLState::ApplyDepthClamp() const { void OpenGLState::ApplyDepthClamp() {
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane && if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) { depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
return; return;
@ -159,7 +159,7 @@ void OpenGLState::ApplyDepthClamp() const {
Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane); Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane);
} }
void OpenGLState::ApplySRgb() const { void OpenGLState::ApplySRgb() {
if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled) if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
return; return;
cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled; cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
@ -170,7 +170,7 @@ void OpenGLState::ApplySRgb() const {
} }
} }
void OpenGLState::ApplyCulling() const { void OpenGLState::ApplyCulling() {
Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled); Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled);
if (UpdateValue(cur_state.cull.mode, cull.mode)) { if (UpdateValue(cur_state.cull.mode, cull.mode)) {
@ -182,7 +182,12 @@ void OpenGLState::ApplyCulling() const {
} }
} }
void OpenGLState::ApplyColorMask() const { void OpenGLState::ApplyColorMask() {
if (!dirty.color_mask) {
return;
}
dirty.color_mask = false;
for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) { for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
const auto& updated = color_mask[i]; const auto& updated = color_mask[i];
auto& current = cur_state.color_mask[i]; auto& current = cur_state.color_mask[i];
@ -197,7 +202,7 @@ void OpenGLState::ApplyColorMask() const {
} }
} }
void OpenGLState::ApplyDepth() const { void OpenGLState::ApplyDepth() {
Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled); Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled);
if (cur_state.depth.test_func != depth.test_func) { if (cur_state.depth.test_func != depth.test_func) {
@ -211,7 +216,7 @@ void OpenGLState::ApplyDepth() const {
} }
} }
void OpenGLState::ApplyPrimitiveRestart() const { void OpenGLState::ApplyPrimitiveRestart() {
Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled); Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled);
if (cur_state.primitive_restart.index != primitive_restart.index) { if (cur_state.primitive_restart.index != primitive_restart.index) {
@ -220,7 +225,12 @@ void OpenGLState::ApplyPrimitiveRestart() const {
} }
} }
void OpenGLState::ApplyStencilTest() const { void OpenGLState::ApplyStencilTest() {
if (!dirty.stencil_state) {
return;
}
dirty.stencil_state = false;
Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled); Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) { const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
@ -249,7 +259,7 @@ void OpenGLState::ApplyStencilTest() const {
ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back); ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
} }
void OpenGLState::ApplyViewport() const { void OpenGLState::ApplyViewport() {
for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) { for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) {
const auto& updated = viewports[i]; const auto& updated = viewports[i];
auto& current = cur_state.viewports[i]; auto& current = cur_state.viewports[i];
@ -286,7 +296,7 @@ void OpenGLState::ApplyViewport() const {
} }
} }
void OpenGLState::ApplyGlobalBlending() const { void OpenGLState::ApplyGlobalBlending() {
const Blend& updated = blend[0]; const Blend& updated = blend[0];
Blend& current = cur_state.blend[0]; Blend& current = cur_state.blend[0];
@ -310,7 +320,7 @@ void OpenGLState::ApplyGlobalBlending() const {
} }
} }
void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const { void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) {
const Blend& updated = blend[target]; const Blend& updated = blend[target];
Blend& current = cur_state.blend[target]; Blend& current = cur_state.blend[target];
@ -334,7 +344,12 @@ void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
} }
} }
void OpenGLState::ApplyBlending() const { void OpenGLState::ApplyBlending() {
if (!dirty.blend_state) {
return;
}
dirty.blend_state = false;
if (independant_blend.enabled) { if (independant_blend.enabled) {
const bool force = independant_blend.enabled != cur_state.independant_blend.enabled; const bool force = independant_blend.enabled != cur_state.independant_blend.enabled;
for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) { for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) {
@ -353,7 +368,7 @@ void OpenGLState::ApplyBlending() const {
} }
} }
void OpenGLState::ApplyLogicOp() const { void OpenGLState::ApplyLogicOp() {
Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled); Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled);
if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) { if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) {
@ -361,7 +376,12 @@ void OpenGLState::ApplyLogicOp() const {
} }
} }
void OpenGLState::ApplyPolygonOffset() const { void OpenGLState::ApplyPolygonOffset() {
if (!dirty.polygon_offset) {
return;
}
dirty.polygon_offset = false;
Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable, Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable,
polygon_offset.fill_enable); polygon_offset.fill_enable);
Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable, Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable,
@ -382,7 +402,7 @@ void OpenGLState::ApplyPolygonOffset() const {
} }
} }
void OpenGLState::ApplyAlphaTest() const { void OpenGLState::ApplyAlphaTest() {
Enable(GL_ALPHA_TEST, cur_state.alpha_test.enabled, alpha_test.enabled); Enable(GL_ALPHA_TEST, cur_state.alpha_test.enabled, alpha_test.enabled);
if (UpdateTie(std::tie(cur_state.alpha_test.func, cur_state.alpha_test.ref), if (UpdateTie(std::tie(cur_state.alpha_test.func, cur_state.alpha_test.ref),
std::tie(alpha_test.func, alpha_test.ref))) { std::tie(alpha_test.func, alpha_test.ref))) {
@ -390,19 +410,19 @@ void OpenGLState::ApplyAlphaTest() const {
} }
} }
void OpenGLState::ApplyTextures() const { void OpenGLState::ApplyTextures() {
if (const auto update = UpdateArray(cur_state.textures, textures)) { if (const auto update = UpdateArray(cur_state.textures, textures)) {
glBindTextures(update->first, update->second, textures.data() + update->first); glBindTextures(update->first, update->second, textures.data() + update->first);
} }
} }
void OpenGLState::ApplySamplers() const { void OpenGLState::ApplySamplers() {
if (const auto update = UpdateArray(cur_state.samplers, samplers)) { if (const auto update = UpdateArray(cur_state.samplers, samplers)) {
glBindSamplers(update->first, update->second, samplers.data() + update->first); glBindSamplers(update->first, update->second, samplers.data() + update->first);
} }
} }
void OpenGLState::ApplyImages() const { void OpenGLState::ApplyImages() {
if (const auto update = UpdateArray(cur_state.images, images)) { if (const auto update = UpdateArray(cur_state.images, images)) {
glBindImageTextures(update->first, update->second, images.data() + update->first); glBindImageTextures(update->first, update->second, images.data() + update->first);
} }
@ -418,32 +438,20 @@ void OpenGLState::Apply() {
ApplyPointSize(); ApplyPointSize();
ApplyFragmentColorClamp(); ApplyFragmentColorClamp();
ApplyMultisample(); ApplyMultisample();
if (dirty.color_mask) { ApplyColorMask();
ApplyColorMask();
dirty.color_mask = false;
}
ApplyDepthClamp(); ApplyDepthClamp();
ApplyViewport(); ApplyViewport();
if (dirty.stencil_state) { ApplyStencilTest();
ApplyStencilTest();
dirty.stencil_state = false;
}
ApplySRgb(); ApplySRgb();
ApplyCulling(); ApplyCulling();
ApplyDepth(); ApplyDepth();
ApplyPrimitiveRestart(); ApplyPrimitiveRestart();
if (dirty.blend_state) { ApplyBlending();
ApplyBlending();
dirty.blend_state = false;
}
ApplyLogicOp(); ApplyLogicOp();
ApplyTextures(); ApplyTextures();
ApplySamplers(); ApplySamplers();
ApplyImages(); ApplyImages();
if (dirty.polygon_offset) { ApplyPolygonOffset();
ApplyPolygonOffset();
dirty.polygon_offset = false;
}
ApplyAlphaTest(); ApplyAlphaTest();
} }

View File

@ -157,31 +157,31 @@ public:
/// Apply this state as the current OpenGL state /// Apply this state as the current OpenGL state
void Apply(); void Apply();
void ApplyFramebufferState() const; void ApplyFramebufferState();
void ApplyVertexArrayState() const; void ApplyVertexArrayState();
void ApplyShaderProgram() const; void ApplyShaderProgram();
void ApplyProgramPipeline() const; void ApplyProgramPipeline();
void ApplyClipDistances() const; void ApplyClipDistances();
void ApplyPointSize() const; void ApplyPointSize();
void ApplyFragmentColorClamp() const; void ApplyFragmentColorClamp();
void ApplyMultisample() const; void ApplyMultisample();
void ApplySRgb() const; void ApplySRgb();
void ApplyCulling() const; void ApplyCulling();
void ApplyColorMask() const; void ApplyColorMask();
void ApplyDepth() const; void ApplyDepth();
void ApplyPrimitiveRestart() const; void ApplyPrimitiveRestart();
void ApplyStencilTest() const; void ApplyStencilTest();
void ApplyViewport() const; void ApplyViewport();
void ApplyTargetBlending(std::size_t target, bool force) const; void ApplyTargetBlending(std::size_t target, bool force);
void ApplyGlobalBlending() const; void ApplyGlobalBlending();
void ApplyBlending() const; void ApplyBlending();
void ApplyLogicOp() const; void ApplyLogicOp();
void ApplyTextures() const; void ApplyTextures();
void ApplySamplers() const; void ApplySamplers();
void ApplyImages() const; void ApplyImages();
void ApplyDepthClamp() const; void ApplyDepthClamp();
void ApplyPolygonOffset() const; void ApplyPolygonOffset();
void ApplyAlphaTest() const; void ApplyAlphaTest();
/// Resets any references to the given resource /// Resets any references to the given resource
OpenGLState& UnbindTexture(GLuint handle); OpenGLState& UnbindTexture(GLuint handle);