274 lines
8.3 KiB
C++
274 lines
8.3 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "video_core/pica.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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OpenGLState OpenGLState::cur_state;
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OpenGLState::OpenGLState() {
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// These all match default OpenGL values
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cull.enabled = false;
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cull.mode = GL_BACK;
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cull.front_face = GL_CCW;
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depth.test_enabled = false;
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depth.test_func = GL_LESS;
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depth.write_mask = GL_TRUE;
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color_mask.red_enabled = GL_TRUE;
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color_mask.green_enabled = GL_TRUE;
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color_mask.blue_enabled = GL_TRUE;
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color_mask.alpha_enabled = GL_TRUE;
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stencil.test_enabled = false;
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stencil.test_func = GL_ALWAYS;
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stencil.test_ref = 0;
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stencil.test_mask = -1;
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stencil.write_mask = -1;
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stencil.action_depth_fail = GL_KEEP;
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stencil.action_depth_pass = GL_KEEP;
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stencil.action_stencil_fail = GL_KEEP;
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blend.enabled = false;
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blend.src_rgb_func = GL_ONE;
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blend.dst_rgb_func = GL_ZERO;
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blend.src_a_func = GL_ONE;
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blend.dst_a_func = GL_ZERO;
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blend.color.red = 0.0f;
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blend.color.green = 0.0f;
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blend.color.blue = 0.0f;
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blend.color.alpha = 0.0f;
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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_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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draw.read_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.vertex_array = 0;
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draw.vertex_buffer = 0;
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draw.uniform_buffer = 0;
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draw.shader_program = 0;
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}
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void OpenGLState::Apply() const {
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// Culling
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if (cull.enabled != cur_state.cull.enabled) {
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if (cull.enabled) {
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glEnable(GL_CULL_FACE);
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} else {
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glDisable(GL_CULL_FACE);
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}
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}
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if (cull.mode != cur_state.cull.mode) {
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glCullFace(cull.mode);
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}
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if (cull.front_face != cur_state.cull.front_face) {
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glFrontFace(cull.front_face);
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}
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// Depth test
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if (depth.test_enabled != cur_state.depth.test_enabled) {
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if (depth.test_enabled) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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}
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if (depth.test_func != cur_state.depth.test_func) {
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glDepthFunc(depth.test_func);
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}
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// Depth mask
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if (depth.write_mask != cur_state.depth.write_mask) {
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glDepthMask(depth.write_mask);
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}
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// Color mask
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if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
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color_mask.green_enabled != cur_state.color_mask.green_enabled ||
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color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
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color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
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glColorMask(color_mask.red_enabled, color_mask.green_enabled,
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color_mask.blue_enabled, color_mask.alpha_enabled);
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}
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// Stencil test
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if (stencil.test_enabled != cur_state.stencil.test_enabled) {
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if (stencil.test_enabled) {
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glEnable(GL_STENCIL_TEST);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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if (stencil.test_func != cur_state.stencil.test_func ||
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stencil.test_ref != cur_state.stencil.test_ref ||
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stencil.test_mask != cur_state.stencil.test_mask) {
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glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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}
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if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
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stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
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stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
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glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass);
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}
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// Stencil mask
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if (stencil.write_mask != cur_state.stencil.write_mask) {
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glStencilMask(stencil.write_mask);
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}
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// Blending
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if (blend.enabled != cur_state.blend.enabled) {
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if (blend.enabled) {
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glEnable(GL_BLEND);
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cur_state.logic_op = GL_COPY;
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glLogicOp(cur_state.logic_op);
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glDisable(GL_COLOR_LOGIC_OP);
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} else {
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glDisable(GL_BLEND);
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glEnable(GL_COLOR_LOGIC_OP);
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}
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}
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if (blend.color.red != cur_state.blend.color.red ||
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blend.color.green != cur_state.blend.color.green ||
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blend.color.blue != cur_state.blend.color.blue ||
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blend.color.alpha != cur_state.blend.color.alpha) {
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glBlendColor(blend.color.red, blend.color.green,
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blend.color.blue, blend.color.alpha);
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}
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if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
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blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
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blend.src_a_func != cur_state.blend.src_a_func ||
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blend.dst_a_func != cur_state.blend.dst_a_func) {
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glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func,
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blend.src_a_func, blend.dst_a_func);
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}
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if (logic_op != cur_state.logic_op) {
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glLogicOp(logic_op);
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}
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// Textures
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
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}
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if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
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glBindSampler(i, texture_units[i].sampler);
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}
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}
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// Lighting LUTs
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for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
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if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) {
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d);
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}
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}
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// Framebuffer
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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}
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if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
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}
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// Vertex array
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if (draw.vertex_array != cur_state.draw.vertex_array) {
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glBindVertexArray(draw.vertex_array);
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}
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// Vertex buffer
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if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
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}
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// Uniform buffer
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if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
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glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
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}
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// Shader program
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if (draw.shader_program != cur_state.draw.shader_program) {
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glUseProgram(draw.shader_program);
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}
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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 (auto& unit : cur_state.texture_units) {
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if (unit.texture_2d == handle) {
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unit.texture_2d = 0;
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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 (auto& unit : cur_state.texture_units) {
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if (unit.sampler == handle) {
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unit.sampler = 0;
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}
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}
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}
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void OpenGLState::ResetProgram(GLuint handle) {
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if (cur_state.draw.shader_program == handle) {
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cur_state.draw.shader_program = 0;
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}
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}
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void OpenGLState::ResetBuffer(GLuint handle) {
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if (cur_state.draw.vertex_buffer == handle) {
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cur_state.draw.vertex_buffer = 0;
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}
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if (cur_state.draw.uniform_buffer == handle) {
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cur_state.draw.uniform_buffer = 0;
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}
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}
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void OpenGLState::ResetVertexArray(GLuint handle) {
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if (cur_state.draw.vertex_array == handle) {
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cur_state.draw.vertex_array = 0;
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}
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}
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void OpenGLState::ResetFramebuffer(GLuint handle) {
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if (cur_state.draw.read_framebuffer == handle) {
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cur_state.draw.read_framebuffer = 0;
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}
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if (cur_state.draw.draw_framebuffer == handle) {
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cur_state.draw.draw_framebuffer = 0;
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}
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}
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