Fixup: C&P bugs, tex1d as part of generic unit
This commit is contained in:
parent
d9ef255f64
commit
6c42c2cd72
4 changed files with 107 additions and 112 deletions
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@ -91,7 +91,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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for (size_t i = 0; i < lighting_luts.size(); ++i) {
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lighting_luts[i].Create();
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state.SetActiveTextureUnit(GL_TEXTURE3 + i);
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state.SetLUTTexture1D(lighting_luts[i].handle);
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state.SetTexture1D(lighting_luts[i].handle);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -166,7 +166,7 @@ void RasterizerOpenGL::DrawTriangles() {
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bool has_stencil = regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return;
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}
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@ -616,13 +616,12 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
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utility_state.MakeCurrent();
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utility_state.SetDrawFramebuffer(framebuffer.handle);
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// TODO: When scissor test is implemented, need to disable scissor test in the state here so Clear call isn't affected
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if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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old_state->MakeCurrent();
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return false;
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}
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@ -707,7 +706,7 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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old_state->MakeCurrent();
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return false;
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}
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@ -725,7 +724,7 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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old_state->MakeCurrent();
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return false;
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}
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@ -145,12 +145,12 @@ bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, CachedS
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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if (OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (OpenGLState::CheckBoundFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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old_state->MakeCurrent();
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return false;
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}
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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old_state->MakeCurrent();
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return false;
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}
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@ -49,14 +49,11 @@ OpenGLState::OpenGLState() {
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logic_op = GL_COPY;
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for (auto& texture_unit : texture_units) {
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texture_unit.texture_1d = 0;
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texture_unit.texture_2d = 0;
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texture_unit.sampler = 0;
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}
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for (auto& lut : lighting_luts) {
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lut.texture_1d = 0;
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}
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active_texture_unit = GL_TEXTURE0;
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draw.read_framebuffer = 0;
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@ -71,6 +68,51 @@ OpenGLState* OpenGLState::GetCurrentState() {
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return cur_state;
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}
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void OpenGLState::MakeCurrent() {
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if (cur_state == this) {
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return;
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}
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SetCullEnabled(cull.enabled);
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SetCullMode(cull.mode);
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SetCullFrontFace(cull.front_face);
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SetDepthTestEnabled(depth.test_enabled);
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SetDepthFunc(depth.test_func);
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SetDepthWriteMask(depth.write_mask);
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SetColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled, color_mask.alpha_enabled);
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SetStencilTestEnabled(stencil.test_enabled);
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SetStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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SetStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
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SetStencilWriteMask(stencil.write_mask);
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SetBlendEnabled(blend.enabled);
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SetBlendFunc(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
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SetBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
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SetLogicOp(logic_op);
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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SetActiveTextureUnit(GL_TEXTURE0 + i);
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SetTexture1D(texture_units[i].texture_1d);
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SetTexture2D(texture_units[i].texture_2d);
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SetSampler(texture_units[i].sampler);
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}
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SetActiveTextureUnit(active_texture_unit);
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SetReadFramebuffer(draw.read_framebuffer);
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SetDrawFramebuffer(draw.draw_framebuffer);
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SetVertexArray(draw.vertex_array);
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SetVertexBuffer(draw.vertex_buffer);
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SetUniformBuffer(draw.uniform_buffer);
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SetShaderProgram(draw.shader_program);
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cur_state = this;
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}
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void OpenGLState::SetCullEnabled(bool n_enabled) {
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if (n_enabled != cur_state->cull.enabled) {
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if (n_enabled) {
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@ -158,14 +200,14 @@ void OpenGLState::SetStencilFunc(GLenum n_test_func, GLint n_test_ref, GLuint n_
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}
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void OpenGLState::SetStencilOp(GLenum n_action_stencil_fail, GLenum n_action_depth_fail, GLenum n_action_depth_pass) {
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if (n_action_stencil_fail != cur_state->stencil.action_depth_fail ||
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n_action_depth_fail != cur_state->stencil.action_depth_pass ||
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n_action_depth_pass != cur_state->stencil.action_stencil_fail) {
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if (n_action_stencil_fail != cur_state->stencil.action_stencil_fail ||
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n_action_depth_fail != cur_state->stencil.action_depth_fail ||
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n_action_depth_pass != cur_state->stencil.action_depth_pass) {
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glStencilOp(n_action_stencil_fail, n_action_depth_fail, n_action_depth_pass);
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}
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stencil.action_depth_fail = n_action_stencil_fail;
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stencil.action_depth_pass = n_action_depth_fail;
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stencil.action_stencil_fail = n_action_depth_pass;
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stencil.action_stencil_fail = n_action_stencil_fail;
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stencil.action_depth_fail = n_action_depth_fail;
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stencil.action_depth_pass = n_action_depth_pass;
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}
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void OpenGLState::SetStencilWriteMask(GLuint n_write_mask) {
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@ -225,6 +267,16 @@ void OpenGLState::SetLogicOp(GLenum n_logic_op) {
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logic_op = n_logic_op;
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}
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void OpenGLState::SetTexture1D(GLuint n_texture_1d) {
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unsigned unit_index = active_texture_unit - GL_TEXTURE0;
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ASSERT(unit_index < ARRAY_SIZE(texture_units));
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if (n_texture_1d != cur_state->texture_units[unit_index].texture_1d) {
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glBindTexture(GL_TEXTURE_1D, n_texture_1d);
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}
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texture_units[unit_index].texture_1d = n_texture_1d;
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}
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void OpenGLState::SetTexture2D(GLuint n_texture_2d) {
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unsigned unit_index = active_texture_unit - GL_TEXTURE0;
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ASSERT(unit_index < ARRAY_SIZE(texture_units));
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@ -245,16 +297,6 @@ void OpenGLState::SetSampler(GLuint n_sampler) {
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texture_units[unit_index].sampler = n_sampler;
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}
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void OpenGLState::SetLUTTexture1D(GLuint n_texture_1d) {
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unsigned unit_index = active_texture_unit - GL_TEXTURE3;
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ASSERT(unit_index < ARRAY_SIZE(lighting_luts));
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if (n_texture_1d != cur_state->lighting_luts[unit_index].texture_1d) {
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glBindTexture(GL_TEXTURE_1D, n_texture_1d);
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}
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lighting_luts[unit_index].texture_1d = n_texture_1d;
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}
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void OpenGLState::SetActiveTextureUnit(GLenum n_active_texture_unit) {
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if (n_active_texture_unit != cur_state->active_texture_unit) {
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glActiveTexture(n_active_texture_unit);
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@ -304,85 +346,31 @@ void OpenGLState::SetShaderProgram(GLuint n_shader_program) {
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draw.shader_program = n_shader_program;
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}
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void OpenGLState::MakeCurrent() {
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if (cur_state == this) {
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return;
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}
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SetCullEnabled(cull.enabled);
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SetCullMode(cull.mode);
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SetCullFrontFace(cull.front_face);
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SetDepthTestEnabled(depth.test_enabled);
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SetDepthFunc(depth.test_func);
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SetDepthWriteMask(depth.write_mask);
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SetColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled, color_mask.alpha_enabled);
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SetStencilTestEnabled(stencil.test_enabled);
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SetStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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SetStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
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SetStencilWriteMask(stencil.write_mask);
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SetBlendEnabled(blend.enabled);
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SetBlendFunc(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
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SetBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
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SetLogicOp(logic_op);
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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SetActiveTextureUnit(GL_TEXTURE0 + i);
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SetTexture2D(texture_units[i].texture_2d);
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SetSampler(texture_units[i].sampler);
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}
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for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
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SetActiveTextureUnit(GL_TEXTURE3 + i);
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SetLUTTexture1D(lighting_luts[i].texture_1d);
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}
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SetActiveTextureUnit(active_texture_unit);
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SetReadFramebuffer(draw.read_framebuffer);
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SetDrawFramebuffer(draw.draw_framebuffer);
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SetVertexArray(draw.vertex_array);
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SetVertexBuffer(draw.vertex_buffer);
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SetUniformBuffer(draw.uniform_buffer);
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SetShaderProgram(draw.shader_program);
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cur_state = this;
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}
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GLenum OpenGLState::CheckFBStatus(GLenum target) {
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GLenum fb_status = glCheckFramebufferStatus(target);
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if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
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const char* fb_description = (target == GL_READ_FRAMEBUFFER ? "READ" : (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
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LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description, fb_status);
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}
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return fb_status;
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}
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void OpenGLState::ResetTexture(GLuint handle) {
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (cur_state->texture_units[i].texture_1d == handle) {
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GLenum prev_active_texture_unit = cur_state->active_texture_unit;
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cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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cur_state->SetTexture1D(0);
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cur_state->SetActiveTextureUnit(prev_active_texture_unit);
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}
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if (cur_state->texture_units[i].texture_2d == handle) {
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GLenum prev_active_texture_unit = cur_state->active_texture_unit;
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cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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cur_state->SetTexture2D(0);
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}
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}
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for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
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if (cur_state->lighting_luts[i].texture_1d == handle) {
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cur_state->SetActiveTextureUnit(GL_TEXTURE3 + i);
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cur_state->SetLUTTexture1D(0);
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cur_state->SetActiveTextureUnit(prev_active_texture_unit);
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}
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}
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}
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void OpenGLState::ResetSampler(GLuint handle) {
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (cur_state->texture_units[i].texture_2d == handle) {
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if (cur_state->texture_units[i].sampler == handle) {
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GLenum prev_active_texture_unit = cur_state->active_texture_unit;
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cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
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cur_state->SetSampler(0);
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cur_state->SetActiveTextureUnit(prev_active_texture_unit);
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}
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}
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}
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@ -416,3 +404,13 @@ void OpenGLState::ResetFramebuffer(GLuint handle) {
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cur_state->SetDrawFramebuffer(0);
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}
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}
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GLenum OpenGLState::CheckBoundFBStatus(GLenum target) {
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GLenum fb_status = glCheckFramebufferStatus(target);
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if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
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const char* fb_description = (target == GL_READ_FRAMEBUFFER ? "READ" : (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
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LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description, fb_status);
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}
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return fb_status;
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}
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@ -10,22 +10,13 @@ class OpenGLState {
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public:
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OpenGLState();
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/// Get a pointer to the currently bound state tracker object
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static OpenGLState* GetCurrentState();
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/// Apply this state as the current OpenGL state
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void MakeCurrent();
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/// Check the status of the current OpenGL read or draw framebuffer configuration
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static GLenum CheckFBStatus(GLenum target);
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/// Resets and unbinds any references to the given resource in the current OpenGL state
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static void ResetTexture(GLuint handle);
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static void ResetSampler(GLuint handle);
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static void ResetProgram(GLuint handle);
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static void ResetBuffer(GLuint handle);
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static void ResetVertexArray(GLuint handle);
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static void ResetFramebuffer(GLuint handle);
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/// Setter functions for OpenGL state
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void SetCullEnabled(bool n_enabled);
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void SetCullMode(GLenum n_mode);
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void SetCullFrontFace(GLenum n_front_face);
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@ -47,11 +38,10 @@ public:
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void SetLogicOp(GLenum n_logic_op);
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void SetTexture1D(GLuint n_texture_1d);
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void SetTexture2D(GLuint n_texture_2d);
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void SetSampler(GLuint n_sampler);
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void SetLUTTexture1D(GLuint n_texture_1d);
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void SetActiveTextureUnit(GLenum n_active_texture_unit);
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void SetReadFramebuffer(GLuint n_read_framebuffer);
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@ -61,6 +51,17 @@ public:
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void SetUniformBuffer(GLuint n_uniform_buffer);
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void SetShaderProgram(GLuint n_shader_program);
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/// Resets and unbinds any references to the given resource in the current OpenGL state
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static void ResetTexture(GLuint handle);
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static void ResetSampler(GLuint handle);
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static void ResetProgram(GLuint handle);
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static void ResetBuffer(GLuint handle);
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static void ResetVertexArray(GLuint handle);
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static void ResetFramebuffer(GLuint handle);
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/// Check the status of the currently bound OpenGL read or draw framebuffer configuration
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static GLenum CheckBoundFBStatus(GLenum target);
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private:
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struct {
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bool enabled; // GL_CULL_FACE
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@ -111,13 +112,10 @@ private:
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// 3 texture units - one for each that is used in PICA fragment shader emulation
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_units[3];
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} lighting_luts[6];
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} texture_units[9];
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GLenum active_texture_unit; // GL_ACTIVE_TEXTURE
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