124 lines
3.6 KiB
C++
124 lines
3.6 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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#pragma once
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#include <glad/glad.h>
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class OpenGLState {
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public:
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struct {
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bool enabled; // GL_CULL_FACE
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GLenum mode; // GL_CULL_FACE_MODE
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GLenum front_face; // GL_FRONT_FACE
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} cull;
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struct {
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bool test_enabled; // GL_DEPTH_TEST
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GLenum test_func; // GL_DEPTH_FUNC
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GLboolean write_mask; // GL_DEPTH_WRITEMASK
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} depth;
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struct {
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GLboolean red_enabled;
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GLboolean green_enabled;
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GLboolean blue_enabled;
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GLboolean alpha_enabled;
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} color_mask; // GL_COLOR_WRITEMASK
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struct {
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bool test_enabled; // GL_STENCIL_TEST
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GLenum test_func; // GL_STENCIL_FUNC
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GLint test_ref; // GL_STENCIL_REF
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GLuint test_mask; // GL_STENCIL_VALUE_MASK
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GLuint write_mask; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail; // GL_STENCIL_FAIL
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
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} stencil;
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struct {
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bool enabled; // GL_BLEND
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GLenum rgb_equation; // GL_BLEND_EQUATION_RGB
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GLenum a_equation; // GL_BLEND_EQUATION_ALPHA
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GLenum src_rgb_func; // GL_BLEND_SRC_RGB
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GLenum dst_rgb_func; // GL_BLEND_DST_RGB
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GLenum src_a_func; // GL_BLEND_SRC_ALPHA
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GLenum dst_a_func; // GL_BLEND_DST_ALPHA
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struct {
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GLclampf red;
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GLclampf green;
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GLclampf blue;
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GLclampf alpha;
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} color; // GL_BLEND_COLOR
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} blend;
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GLenum logic_op; // GL_LOGIC_OP_MODE
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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_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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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} fog_lut;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} proctex_noise_lut;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} proctex_color_map;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} proctex_alpha_map;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} proctex_lut;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} proctex_diff_lut;
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struct {
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
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GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
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GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
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GLuint shader_program; // GL_CURRENT_PROGRAM
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} draw;
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OpenGLState();
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/// Get the currently active OpenGL state
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static const OpenGLState& GetCurState() {
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return cur_state;
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}
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/// Apply this state as the current OpenGL state
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void Apply() const;
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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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private:
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static OpenGLState cur_state;
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};
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