Fixup: C&P bugs, tex1d as part of generic unit

This commit is contained in:
tfarley 2016-04-29 12:11:20 -04:00
parent d9ef255f64
commit 6c42c2cd72
4 changed files with 107 additions and 112 deletions

View file

@ -91,7 +91,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
for (size_t i = 0; i < lighting_luts.size(); ++i) {
lighting_luts[i].Create();
state.SetActiveTextureUnit(GL_TEXTURE3 + i);
state.SetLUTTexture1D(lighting_luts[i].handle);
state.SetTexture1D(lighting_luts[i].handle);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -166,7 +166,7 @@ void RasterizerOpenGL::DrawTriangles() {
bool has_stencil = regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return;
}
@ -616,13 +616,12 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
utility_state.MakeCurrent();
utility_state.SetDrawFramebuffer(framebuffer.handle);
// TODO: When scissor test is implemented, need to disable scissor test in the state here so Clear call isn't affected
if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
old_state->MakeCurrent();
return false;
}
@ -707,7 +706,7 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
old_state->MakeCurrent();
return false;
}
@ -725,7 +724,7 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
old_state->MakeCurrent();
return false;
}

View file

@ -145,12 +145,12 @@ bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, CachedS
buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
}
if (OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
if (OpenGLState::CheckBoundFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
old_state->MakeCurrent();
return false;
}
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
if (OpenGLState::CheckBoundFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
old_state->MakeCurrent();
return false;
}

View file

@ -49,14 +49,11 @@ OpenGLState::OpenGLState() {
logic_op = GL_COPY;
for (auto& texture_unit : texture_units) {
texture_unit.texture_1d = 0;
texture_unit.texture_2d = 0;
texture_unit.sampler = 0;
}
for (auto& lut : lighting_luts) {
lut.texture_1d = 0;
}
active_texture_unit = GL_TEXTURE0;
draw.read_framebuffer = 0;
@ -71,6 +68,51 @@ OpenGLState* OpenGLState::GetCurrentState() {
return cur_state;
}
void OpenGLState::MakeCurrent() {
if (cur_state == this) {
return;
}
SetCullEnabled(cull.enabled);
SetCullMode(cull.mode);
SetCullFrontFace(cull.front_face);
SetDepthTestEnabled(depth.test_enabled);
SetDepthFunc(depth.test_func);
SetDepthWriteMask(depth.write_mask);
SetColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled, color_mask.alpha_enabled);
SetStencilTestEnabled(stencil.test_enabled);
SetStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
SetStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
SetStencilWriteMask(stencil.write_mask);
SetBlendEnabled(blend.enabled);
SetBlendFunc(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
SetBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
SetLogicOp(logic_op);
for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
SetActiveTextureUnit(GL_TEXTURE0 + i);
SetTexture1D(texture_units[i].texture_1d);
SetTexture2D(texture_units[i].texture_2d);
SetSampler(texture_units[i].sampler);
}
SetActiveTextureUnit(active_texture_unit);
SetReadFramebuffer(draw.read_framebuffer);
SetDrawFramebuffer(draw.draw_framebuffer);
SetVertexArray(draw.vertex_array);
SetVertexBuffer(draw.vertex_buffer);
SetUniformBuffer(draw.uniform_buffer);
SetShaderProgram(draw.shader_program);
cur_state = this;
}
void OpenGLState::SetCullEnabled(bool n_enabled) {
if (n_enabled != cur_state->cull.enabled) {
if (n_enabled) {
@ -158,14 +200,14 @@ void OpenGLState::SetStencilFunc(GLenum n_test_func, GLint n_test_ref, GLuint n_
}
void OpenGLState::SetStencilOp(GLenum n_action_stencil_fail, GLenum n_action_depth_fail, GLenum n_action_depth_pass) {
if (n_action_stencil_fail != cur_state->stencil.action_depth_fail ||
n_action_depth_fail != cur_state->stencil.action_depth_pass ||
n_action_depth_pass != cur_state->stencil.action_stencil_fail) {
if (n_action_stencil_fail != cur_state->stencil.action_stencil_fail ||
n_action_depth_fail != cur_state->stencil.action_depth_fail ||
n_action_depth_pass != cur_state->stencil.action_depth_pass) {
glStencilOp(n_action_stencil_fail, n_action_depth_fail, n_action_depth_pass);
}
stencil.action_depth_fail = n_action_stencil_fail;
stencil.action_depth_pass = n_action_depth_fail;
stencil.action_stencil_fail = n_action_depth_pass;
stencil.action_stencil_fail = n_action_stencil_fail;
stencil.action_depth_fail = n_action_depth_fail;
stencil.action_depth_pass = n_action_depth_pass;
}
void OpenGLState::SetStencilWriteMask(GLuint n_write_mask) {
@ -225,6 +267,16 @@ void OpenGLState::SetLogicOp(GLenum n_logic_op) {
logic_op = n_logic_op;
}
void OpenGLState::SetTexture1D(GLuint n_texture_1d) {
unsigned unit_index = active_texture_unit - GL_TEXTURE0;
ASSERT(unit_index < ARRAY_SIZE(texture_units));
if (n_texture_1d != cur_state->texture_units[unit_index].texture_1d) {
glBindTexture(GL_TEXTURE_1D, n_texture_1d);
}
texture_units[unit_index].texture_1d = n_texture_1d;
}
void OpenGLState::SetTexture2D(GLuint n_texture_2d) {
unsigned unit_index = active_texture_unit - GL_TEXTURE0;
ASSERT(unit_index < ARRAY_SIZE(texture_units));
@ -245,16 +297,6 @@ void OpenGLState::SetSampler(GLuint n_sampler) {
texture_units[unit_index].sampler = n_sampler;
}
void OpenGLState::SetLUTTexture1D(GLuint n_texture_1d) {
unsigned unit_index = active_texture_unit - GL_TEXTURE3;
ASSERT(unit_index < ARRAY_SIZE(lighting_luts));
if (n_texture_1d != cur_state->lighting_luts[unit_index].texture_1d) {
glBindTexture(GL_TEXTURE_1D, n_texture_1d);
}
lighting_luts[unit_index].texture_1d = n_texture_1d;
}
void OpenGLState::SetActiveTextureUnit(GLenum n_active_texture_unit) {
if (n_active_texture_unit != cur_state->active_texture_unit) {
glActiveTexture(n_active_texture_unit);
@ -304,85 +346,31 @@ void OpenGLState::SetShaderProgram(GLuint n_shader_program) {
draw.shader_program = n_shader_program;
}
void OpenGLState::MakeCurrent() {
if (cur_state == this) {
return;
}
SetCullEnabled(cull.enabled);
SetCullMode(cull.mode);
SetCullFrontFace(cull.front_face);
SetDepthTestEnabled(depth.test_enabled);
SetDepthFunc(depth.test_func);
SetDepthWriteMask(depth.write_mask);
SetColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled, color_mask.alpha_enabled);
SetStencilTestEnabled(stencil.test_enabled);
SetStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
SetStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
SetStencilWriteMask(stencil.write_mask);
SetBlendEnabled(blend.enabled);
SetBlendFunc(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
SetBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
SetLogicOp(logic_op);
for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
SetActiveTextureUnit(GL_TEXTURE0 + i);
SetTexture2D(texture_units[i].texture_2d);
SetSampler(texture_units[i].sampler);
}
for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
SetActiveTextureUnit(GL_TEXTURE3 + i);
SetLUTTexture1D(lighting_luts[i].texture_1d);
}
SetActiveTextureUnit(active_texture_unit);
SetReadFramebuffer(draw.read_framebuffer);
SetDrawFramebuffer(draw.draw_framebuffer);
SetVertexArray(draw.vertex_array);
SetVertexBuffer(draw.vertex_buffer);
SetUniformBuffer(draw.uniform_buffer);
SetShaderProgram(draw.shader_program);
cur_state = this;
}
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 (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
if (cur_state->texture_units[i].texture_1d == handle) {
GLenum prev_active_texture_unit = cur_state->active_texture_unit;
cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
cur_state->SetTexture1D(0);
cur_state->SetActiveTextureUnit(prev_active_texture_unit);
}
if (cur_state->texture_units[i].texture_2d == handle) {
GLenum prev_active_texture_unit = cur_state->active_texture_unit;
cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
cur_state->SetTexture2D(0);
}
}
for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
if (cur_state->lighting_luts[i].texture_1d == handle) {
cur_state->SetActiveTextureUnit(GL_TEXTURE3 + i);
cur_state->SetLUTTexture1D(0);
cur_state->SetActiveTextureUnit(prev_active_texture_unit);
}
}
}
void OpenGLState::ResetSampler(GLuint handle) {
for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
if (cur_state->texture_units[i].texture_2d == handle) {
if (cur_state->texture_units[i].sampler == handle) {
GLenum prev_active_texture_unit = cur_state->active_texture_unit;
cur_state->SetActiveTextureUnit(GL_TEXTURE0 + i);
cur_state->SetSampler(0);
cur_state->SetActiveTextureUnit(prev_active_texture_unit);
}
}
}
@ -416,3 +404,13 @@ void OpenGLState::ResetFramebuffer(GLuint handle) {
cur_state->SetDrawFramebuffer(0);
}
}
GLenum OpenGLState::CheckBoundFBStatus(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;
}

View file

@ -10,22 +10,13 @@ class OpenGLState {
public:
OpenGLState();
/// Get a pointer to the currently bound state tracker object
static OpenGLState* GetCurrentState();
/// Apply this state as the current OpenGL state
void MakeCurrent();
/// Check the status of the current OpenGL read or draw framebuffer configuration
static GLenum CheckFBStatus(GLenum target);
/// 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);
/// Setter functions for OpenGL state
void SetCullEnabled(bool n_enabled);
void SetCullMode(GLenum n_mode);
void SetCullFrontFace(GLenum n_front_face);
@ -47,11 +38,10 @@ public:
void SetLogicOp(GLenum n_logic_op);
void SetTexture1D(GLuint n_texture_1d);
void SetTexture2D(GLuint n_texture_2d);
void SetSampler(GLuint n_sampler);
void SetLUTTexture1D(GLuint n_texture_1d);
void SetActiveTextureUnit(GLenum n_active_texture_unit);
void SetReadFramebuffer(GLuint n_read_framebuffer);
@ -61,6 +51,17 @@ public:
void SetUniformBuffer(GLuint n_uniform_buffer);
void SetShaderProgram(GLuint n_shader_program);
/// 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);
/// Check the status of the currently bound OpenGL read or draw framebuffer configuration
static GLenum CheckBoundFBStatus(GLenum target);
private:
struct {
bool enabled; // GL_CULL_FACE
@ -111,13 +112,10 @@ private:
// 3 texture units - one for each that is used in PICA fragment shader emulation
struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
GLuint sampler; // GL_SAMPLER_BINDING
} texture_units[3];
struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
} lighting_luts[6];
} texture_units[9];
GLenum active_texture_unit; // GL_ACTIVE_TEXTURE