OpenGL: Fix state tracking in situations with reused object handles

If an OpenGL object is created, bound to a binding using the state
tracker, and then destroyed, a newly created object can be assigned the
same numeric handle by OpenGL. However, even though it is a new object,
and thus needs to be bound to the binding again, the state tracker
compared the current and previous handles and concluded that no change
needed to be made, leading to failure to bind objects in certain cases.

This manifested as broken text in VVVVVV, which this commit fixes along
with similar texturing problems in other games.
This commit is contained in:
Yuri Kunde Schlesner 2015-08-05 23:22:06 -03:00
parent ff68db61bc
commit 254582aa35
4 changed files with 45 additions and 0 deletions

View file

@ -30,6 +30,7 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text
new_texture->texture.Create();
state.texture_units[texture_unit].texture_2d = new_texture->texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0 + texture_unit);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(config.config.mag_filter));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(config.config.min_filter));

View file

@ -10,6 +10,7 @@
#include "video_core/renderer_opengl/generated/gl_3_2_core.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state.h"
class OGLTexture : private NonCopyable {
public:
@ -28,6 +29,7 @@ public:
void Release() {
if (handle == 0) return;
glDeleteTextures(1, &handle);
OpenGLState::ResetTexture(handle);
handle = 0;
}
@ -51,6 +53,7 @@ public:
void Release() {
if (handle == 0) return;
glDeleteProgram(handle);
OpenGLState::ResetProgram(handle);
handle = 0;
}
@ -74,6 +77,7 @@ public:
void Release() {
if (handle == 0) return;
glDeleteBuffers(1, &handle);
OpenGLState::ResetBuffer(handle);
handle = 0;
}
@ -97,6 +101,7 @@ public:
void Release() {
if (handle == 0) return;
glDeleteVertexArrays(1, &handle);
OpenGLState::ResetVertexArray(handle);
handle = 0;
}
@ -120,6 +125,7 @@ public:
void Release() {
if (handle == 0) return;
glDeleteFramebuffers(1, &handle);
OpenGLState::ResetFramebuffer(handle);
handle = 0;
}

View file

@ -174,3 +174,35 @@ void OpenGLState::Apply() {
cur_state = *this;
}
void OpenGLState::ResetTexture(GLuint id) {
for (auto& unit : cur_state.texture_units) {
if (unit.texture_2d == id) {
unit.texture_2d = 0;
}
}
}
void OpenGLState::ResetProgram(GLuint id) {
if (cur_state.draw.shader_program == id) {
cur_state.draw.shader_program = 0;
}
}
void OpenGLState::ResetBuffer(GLuint id) {
if (cur_state.draw.vertex_buffer == id) {
cur_state.draw.vertex_buffer = 0;
}
}
void OpenGLState::ResetVertexArray(GLuint id) {
if (cur_state.draw.vertex_array == id) {
cur_state.draw.vertex_array = 0;
}
}
void OpenGLState::ResetFramebuffer(GLuint id) {
if (cur_state.draw.framebuffer == id) {
cur_state.draw.framebuffer = 0;
}
}

View file

@ -73,6 +73,12 @@ public:
/// Apply this state as the current OpenGL state
void Apply();
static void ResetTexture(GLuint id);
static void ResetProgram(GLuint id);
static void ResetBuffer(GLuint id);
static void ResetVertexArray(GLuint id);
static void ResetFramebuffer(GLuint id);
private:
static OpenGLState cur_state;
};