From 160ac25527d7a89c966d20e40bb29e9531deb16c Mon Sep 17 00:00:00 2001 From: James Rowe Date: Sat, 25 Nov 2017 13:54:35 -0700 Subject: [PATCH] OpenGL State: Change setters so they don't directly write to curstate --- .../renderer_opengl/gl_resource_manager.h | 12 +- src/video_core/renderer_opengl/gl_state.cpp | 107 ++++++++++++------ src/video_core/renderer_opengl/gl_state.h | 31 +++-- 3 files changed, 101 insertions(+), 49 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_resource_manager.h b/src/video_core/renderer_opengl/gl_resource_manager.h index 13301ec9f..e21972537 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.h +++ b/src/video_core/renderer_opengl/gl_resource_manager.h @@ -36,7 +36,7 @@ public: if (handle == 0) return; glDeleteTextures(1, &handle); - OpenGLState::ResetTexture(handle); + OpenGLState::GetCurState().ResetTexture(handle).Apply(); handle = 0; } @@ -69,7 +69,7 @@ public: if (handle == 0) return; glDeleteSamplers(1, &handle); - OpenGLState::ResetSampler(handle); + OpenGLState::GetCurState().ResetSampler(handle).Apply(); handle = 0; } @@ -102,7 +102,7 @@ public: if (handle == 0) return; glDeleteProgram(handle); - OpenGLState::ResetProgram(handle); + OpenGLState::GetCurState().ResetProgram(handle).Apply(); handle = 0; } @@ -135,7 +135,7 @@ public: if (handle == 0) return; glDeleteBuffers(1, &handle); - OpenGLState::ResetBuffer(handle); + OpenGLState::GetCurState().OpenGLState::ResetBuffer(handle).Apply(); handle = 0; } @@ -168,7 +168,7 @@ public: if (handle == 0) return; glDeleteVertexArrays(1, &handle); - OpenGLState::ResetVertexArray(handle); + OpenGLState::GetCurState().ResetVertexArray(handle).Apply(); handle = 0; } @@ -201,7 +201,7 @@ public: if (handle == 0) return; glDeleteFramebuffers(1, &handle); - OpenGLState::ResetFramebuffer(handle); + OpenGLState::GetCurState().ResetFramebuffer(handle).Apply(); handle = 0; } diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index 9fa353fe4..76354b842 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -69,6 +69,17 @@ OpenGLState::OpenGLState() { draw.uniform_buffer = 0; draw.shader_program = 0; + scissor.enabled = false; + scissor.x = 0; + scissor.y = 0; + scissor.width = 0; + scissor.height = 0; + + viewport.x = 0; + viewport.y = 0; + viewport.width = 0; + viewport.height = 0; + clip_distance = {}; } @@ -193,7 +204,7 @@ void OpenGLState::Apply() const { // Lighting LUTs if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) { glActiveTexture(TextureUnits::LightingLUT.Enum()); - glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer); + glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer); } // Fog LUT @@ -260,6 +271,26 @@ void OpenGLState::Apply() const { glUseProgram(draw.shader_program); } + // Scissor test + if (scissor.enabled != cur_state.scissor.enabled) { + if (scissor.enabled) { + glEnable(GL_SCISSOR_TEST); + } else { + glDisable(GL_SCISSOR_TEST); + } + } + + if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y || + scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) { + glScissor(scissor.x, scissor.y, scissor.width, scissor.height); + } + + if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y || + viewport.width != cur_state.viewport.width || + viewport.height != cur_state.viewport.height) { + glViewport(viewport.x, viewport.y, viewport.width, viewport.height); + } + // Clip distance for (size_t i = 0; i < clip_distance.size(); ++i) { if (clip_distance[i] != cur_state.clip_distance[i]) { @@ -274,62 +305,68 @@ void OpenGLState::Apply() const { cur_state = *this; } -void OpenGLState::ResetTexture(GLuint handle) { - for (auto& unit : cur_state.texture_units) { +OpenGLState& OpenGLState::ResetTexture(GLuint handle) { + for (auto& unit : texture_units) { if (unit.texture_2d == handle) { unit.texture_2d = 0; } } - if (cur_state.lighting_lut.texture_buffer == handle) - cur_state.lighting_lut.texture_buffer = 0; - if (cur_state.fog_lut.texture_buffer == handle) - cur_state.fog_lut.texture_buffer = 0; - if (cur_state.proctex_noise_lut.texture_buffer == handle) - cur_state.proctex_noise_lut.texture_buffer = 0; - if (cur_state.proctex_color_map.texture_buffer == handle) - cur_state.proctex_color_map.texture_buffer = 0; - if (cur_state.proctex_alpha_map.texture_buffer == handle) - cur_state.proctex_alpha_map.texture_buffer = 0; - if (cur_state.proctex_lut.texture_buffer == handle) - cur_state.proctex_lut.texture_buffer = 0; - if (cur_state.proctex_diff_lut.texture_buffer == handle) - cur_state.proctex_diff_lut.texture_buffer = 0; + if (lighting_lut.texture_buffer == handle) + lighting_lut.texture_buffer = 0; + if (fog_lut.texture_buffer == handle) + fog_lut.texture_buffer = 0; + if (proctex_noise_lut.texture_buffer == handle) + proctex_noise_lut.texture_buffer = 0; + if (proctex_color_map.texture_buffer == handle) + proctex_color_map.texture_buffer = 0; + if (proctex_alpha_map.texture_buffer == handle) + proctex_alpha_map.texture_buffer = 0; + if (proctex_lut.texture_buffer == handle) + proctex_lut.texture_buffer = 0; + if (proctex_diff_lut.texture_buffer == handle) + proctex_diff_lut.texture_buffer = 0; + return *this; } -void OpenGLState::ResetSampler(GLuint handle) { - for (auto& unit : cur_state.texture_units) { +OpenGLState& OpenGLState::ResetSampler(GLuint handle) { + for (auto& unit : texture_units) { if (unit.sampler == handle) { unit.sampler = 0; } } + return *this; } -void OpenGLState::ResetProgram(GLuint handle) { - if (cur_state.draw.shader_program == handle) { - cur_state.draw.shader_program = 0; +OpenGLState& OpenGLState::ResetProgram(GLuint handle) { + if (draw.shader_program == handle) { + draw.shader_program = 0; } + return *this; } -void OpenGLState::ResetBuffer(GLuint handle) { - if (cur_state.draw.vertex_buffer == handle) { - cur_state.draw.vertex_buffer = 0; +OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { + if (draw.vertex_buffer == handle) { + draw.vertex_buffer = 0; } - if (cur_state.draw.uniform_buffer == handle) { - cur_state.draw.uniform_buffer = 0; + if (draw.uniform_buffer == handle) { + draw.uniform_buffer = 0; } + return *this; } -void OpenGLState::ResetVertexArray(GLuint handle) { - if (cur_state.draw.vertex_array == handle) { - cur_state.draw.vertex_array = 0; +OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) { + if (draw.vertex_array == handle) { + draw.vertex_array = 0; } + return *this; } -void OpenGLState::ResetFramebuffer(GLuint handle) { - if (cur_state.draw.read_framebuffer == handle) { - cur_state.draw.read_framebuffer = 0; +OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) { + if (draw.read_framebuffer == handle) { + draw.read_framebuffer = 0; } - if (cur_state.draw.draw_framebuffer == handle) { - cur_state.draw.draw_framebuffer = 0; + if (draw.draw_framebuffer == handle) { + draw.draw_framebuffer = 0; } + return *this; } diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 437fe34c4..703aee90e 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -124,25 +124,40 @@ public: GLuint shader_program; // GL_CURRENT_PROGRAM } draw; + struct { + bool enabled; // GL_SCISSOR_TEST + GLint x; + GLint y; + GLsizei width; + GLsizei height; + } scissor; + + struct { + GLint x; + GLint y; + GLsizei width; + GLsizei height; + } viewport; + std::array clip_distance; // GL_CLIP_DISTANCE OpenGLState(); /// Get the currently active OpenGL state - static const OpenGLState& GetCurState() { + static OpenGLState& GetCurState() { return cur_state; } /// Apply this state as the current OpenGL state void Apply() const; - /// Resets and unbinds any references to the given resource in the current OpenGL state - static void ResetTexture(GLuint handle); - static void ResetSampler(GLuint handle); - static void ResetProgram(GLuint handle); - static void ResetBuffer(GLuint handle); - static void ResetVertexArray(GLuint handle); - static void ResetFramebuffer(GLuint handle); + /// Resets any references to the given resource + OpenGLState& ResetTexture(GLuint handle); + OpenGLState& ResetSampler(GLuint handle); + OpenGLState& ResetProgram(GLuint handle); + OpenGLState& ResetBuffer(GLuint handle); + OpenGLState& ResetVertexArray(GLuint handle); + OpenGLState& ResetFramebuffer(GLuint handle); private: static OpenGLState cur_state;