citra/src/video_core/renderer_opengl/gl_state.cpp

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <glad/glad.h>
#include "common/common_funcs.h"
#include "common/logging/log.h"
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#include "video_core/renderer_opengl/gl_state.h"
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OpenGLState OpenGLState::cur_state;
OpenGLState::OpenGLState() {
// These all match default OpenGL values
cull.enabled = false;
cull.mode = GL_BACK;
cull.front_face = GL_CCW;
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depth.test_enabled = false;
depth.test_func = GL_LESS;
depth.write_mask = GL_TRUE;
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color_mask.red_enabled = GL_TRUE;
color_mask.green_enabled = GL_TRUE;
color_mask.blue_enabled = GL_TRUE;
color_mask.alpha_enabled = GL_TRUE;
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stencil.test_enabled = false;
stencil.test_func = GL_ALWAYS;
stencil.test_ref = 0;
stencil.test_mask = -1;
stencil.write_mask = -1;
stencil.action_depth_fail = GL_KEEP;
stencil.action_depth_pass = GL_KEEP;
stencil.action_stencil_fail = GL_KEEP;
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blend.enabled = false;
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blend.rgb_equation = GL_FUNC_ADD;
blend.a_equation = GL_FUNC_ADD;
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blend.src_rgb_func = GL_ONE;
blend.dst_rgb_func = GL_ZERO;
blend.src_a_func = GL_ONE;
blend.dst_a_func = GL_ZERO;
blend.color.red = 0.0f;
blend.color.green = 0.0f;
blend.color.blue = 0.0f;
blend.color.alpha = 0.0f;
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logic_op = GL_COPY;
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for (auto& texture_unit : texture_units) {
texture_unit.texture_2d = 0;
texture_unit.sampler = 0;
}
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for (auto& lut : lighting_luts) {
lut.texture_1d = 0;
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}
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fog_lut.texture_1d = 0;
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draw.read_framebuffer = 0;
draw.draw_framebuffer = 0;
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draw.vertex_array = 0;
draw.vertex_buffer = 0;
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draw.uniform_buffer = 0;
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draw.shader_program = 0;
}
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void OpenGLState::Apply() const {
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// Culling
if (cull.enabled != cur_state.cull.enabled) {
if (cull.enabled) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}
if (cull.mode != cur_state.cull.mode) {
glCullFace(cull.mode);
}
if (cull.front_face != cur_state.cull.front_face) {
glFrontFace(cull.front_face);
}
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// Depth test
if (depth.test_enabled != cur_state.depth.test_enabled) {
if (depth.test_enabled) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
}
if (depth.test_func != cur_state.depth.test_func) {
glDepthFunc(depth.test_func);
}
// Depth mask
if (depth.write_mask != cur_state.depth.write_mask) {
glDepthMask(depth.write_mask);
}
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// Color mask
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 ||
color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
glColorMask(color_mask.red_enabled, color_mask.green_enabled,
color_mask.blue_enabled, color_mask.alpha_enabled);
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}
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// Stencil test
if (stencil.test_enabled != cur_state.stencil.test_enabled) {
if (stencil.test_enabled) {
glEnable(GL_STENCIL_TEST);
} else {
glDisable(GL_STENCIL_TEST);
}
}
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if (stencil.test_func != cur_state.stencil.test_func ||
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stencil.test_ref != cur_state.stencil.test_ref ||
stencil.test_mask != cur_state.stencil.test_mask) {
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glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
}
if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
}
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// Stencil mask
if (stencil.write_mask != cur_state.stencil.write_mask) {
glStencilMask(stencil.write_mask);
}
// Blending
if (blend.enabled != cur_state.blend.enabled) {
if (blend.enabled) {
glEnable(GL_BLEND);
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cur_state.logic_op = GL_COPY;
glLogicOp(cur_state.logic_op);
glDisable(GL_COLOR_LOGIC_OP);
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} else {
glDisable(GL_BLEND);
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glEnable(GL_COLOR_LOGIC_OP);
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}
}
if (blend.color.red != cur_state.blend.color.red ||
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blend.color.green != cur_state.blend.color.green ||
blend.color.blue != cur_state.blend.color.blue ||
blend.color.alpha != cur_state.blend.color.alpha) {
glBlendColor(blend.color.red, blend.color.green,
blend.color.blue, blend.color.alpha);
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}
if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
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blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
blend.src_a_func != cur_state.blend.src_a_func ||
blend.dst_a_func != cur_state.blend.dst_a_func) {
glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func,
blend.src_a_func, blend.dst_a_func);
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}
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if (blend.rgb_equation != cur_state.blend.rgb_equation ||
blend.a_equation != cur_state.blend.a_equation) {
glBlendEquationSeparate(blend.rgb_equation, blend.a_equation);
}
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if (logic_op != cur_state.logic_op) {
glLogicOp(logic_op);
}
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// Textures
for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
}
if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
glBindSampler(i, texture_units[i].sampler);
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}
}
// Lighting LUTs
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for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) {
glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d);
}
}
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// Fog LUT
if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
}
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// Framebuffer
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
}
if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
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}
// Vertex array
if (draw.vertex_array != cur_state.draw.vertex_array) {
glBindVertexArray(draw.vertex_array);
}
// Vertex buffer
if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
}
// Uniform buffer
if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
}
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// Shader program
if (draw.shader_program != cur_state.draw.shader_program) {
glUseProgram(draw.shader_program);
}
cur_state = *this;
}
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GLenum OpenGLState::CheckFBStatus(GLenum target) {
GLenum fb_status = glCheckFramebufferStatus(target);
if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
const char* fb_description = (target == GL_READ_FRAMEBUFFER ? "READ" : (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description, fb_status);
}
return fb_status;
}
void OpenGLState::ResetTexture(GLuint handle) {
for (auto& unit : cur_state.texture_units) {
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if (unit.texture_2d == handle) {
unit.texture_2d = 0;
}
}
}
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void OpenGLState::ResetSampler(GLuint handle) {
for (auto& unit : cur_state.texture_units) {
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if (unit.sampler == handle) {
unit.sampler = 0;
}
}
}
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void OpenGLState::ResetProgram(GLuint handle) {
if (cur_state.draw.shader_program == handle) {
cur_state.draw.shader_program = 0;
}
}
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void OpenGLState::ResetBuffer(GLuint handle) {
if (cur_state.draw.vertex_buffer == handle) {
cur_state.draw.vertex_buffer = 0;
}
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if (cur_state.draw.uniform_buffer == handle) {
cur_state.draw.uniform_buffer = 0;
}
}
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void OpenGLState::ResetVertexArray(GLuint handle) {
if (cur_state.draw.vertex_array == handle) {
cur_state.draw.vertex_array = 0;
}
}
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void OpenGLState::ResetFramebuffer(GLuint handle) {
if (cur_state.draw.read_framebuffer == handle) {
cur_state.draw.read_framebuffer = 0;
}
if (cur_state.draw.draw_framebuffer == handle) {
cur_state.draw.draw_framebuffer = 0;
}
}