Merge pull request #1023 from yuriks/gl-state-bugs

OpenGL: Fix state tracking in situations with reused object handles
This commit is contained in:
bunnei 2015-08-11 17:19:45 -04:00
commit 93f607f549
6 changed files with 48 additions and 26 deletions

View file

@ -99,7 +99,6 @@ void RasterizerOpenGL::InitObjects() {
fb_color_texture.texture.Create();
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
@ -115,7 +114,6 @@ void RasterizerOpenGL::InitObjects() {
fb_depth_texture.texture.Create();
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
@ -493,7 +491,6 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
break;
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
@ -537,7 +534,6 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
break;
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
@ -766,10 +762,9 @@ void RasterizerOpenGL::SyncDrawState() {
const auto& texture = pica_textures[texture_index];
if (texture.enabled) {
state.texture_units[texture_index].enabled_2d = true;
res_cache.LoadAndBindTexture(state, texture_index, texture);
} else {
state.texture_units[texture_index].enabled_2d = false;
state.texture_units[texture_index].texture_2d = 0;
}
}
@ -804,7 +799,6 @@ void RasterizerOpenGL::ReloadColorBuffer() {
}
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
@ -862,7 +856,6 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
}
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
@ -887,7 +880,6 @@ void RasterizerOpenGL::CommitColorBuffer() {
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
@ -927,7 +919,6 @@ void RasterizerOpenGL::CommitDepthBuffer() {
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();

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

@ -40,7 +40,6 @@ OpenGLState::OpenGLState() {
logic_op = GL_COPY;
for (auto& texture_unit : texture_units) {
texture_unit.enabled_2d = false;
texture_unit.texture_2d = 0;
}
@ -147,16 +146,9 @@ void OpenGLState::Apply() {
// Textures
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d ||
texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
glActiveTexture(GL_TEXTURE0 + texture_index);
if (texture_units[texture_index].enabled_2d) {
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
}
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
}
}
@ -182,3 +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

@ -53,7 +53,6 @@ public:
// 3 texture units - one for each that is used in PICA fragment shader emulation
struct {
bool enabled_2d; // GL_TEXTURE_2D
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
} texture_units[3];
@ -74,6 +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;
};

View file

@ -163,7 +163,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@ -191,7 +190,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) {
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@ -239,7 +237,6 @@ void RendererOpenGL::InitOpenGLObjects() {
// Allocation of storage is deferred until the first frame, when we
// know the framebuffer size.
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@ -305,7 +302,6 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
UNIMPLEMENTED();
}
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();
@ -325,7 +321,6 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
ScreenRectVertex(x+w, y+h, 0.f, 1.f),
};
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle;
state.Apply();