citra/src/video_core/renderer_opengl/gl_state.h
GPUCode 06f3c90cfb
Custom textures rewrite (#6452)
* common: Add thread pool from yuzu

* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs

* core: Improve ImageInterface

* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version

* Add a dds version too which we will use in the next commit

* rasterizer_cache: Rewrite custom textures

* There's just too much to talk about here, look at the PR description for more details

* rasterizer_cache: Implement basic pack configuration file

* custom_tex_manager: Flip dumped textures

* custom_tex_manager: Optimize custom texture hashing

* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode

* custom_tex_manager: Implement asynchronous texture loading

* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts

* Address review comments

* custom_tex_manager: Introduce custom material support

* video_core: Move custom textures to separate directory

* Also split the files to make the code cleaner

* gl_texture_runtime: Generate mipmaps for material

* custom_tex_manager: Prevent memory overflow when preloading

* externals: Add dds-ktx as submodule

* string_util: Return vector from SplitString

* No code benefits from passing it as an argument

* custom_textures: Use json config file

* gl_rasterizer: Only bind material for unit 0

* Address review comments
2023-04-27 07:38:28 +03:00

186 lines
5.2 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <glad/glad.h>
namespace OpenGL {
namespace TextureUnits {
struct TextureUnit {
GLint id;
constexpr GLenum Enum() const {
return static_cast<GLenum>(GL_TEXTURE0 + id);
}
};
constexpr TextureUnit PicaTexture(int unit) {
return TextureUnit{unit};
}
constexpr TextureUnit TextureCube{6};
constexpr TextureUnit TextureBufferLUT_LF{3};
constexpr TextureUnit TextureBufferLUT_RG{4};
constexpr TextureUnit TextureBufferLUT_RGBA{5};
constexpr TextureUnit TextureNormalMap{7};
} // namespace TextureUnits
namespace ImageUnits {
constexpr GLuint ShadowBuffer = 0;
constexpr GLuint ShadowTexturePX = 1;
constexpr GLuint ShadowTextureNX = 2;
constexpr GLuint ShadowTexturePY = 3;
constexpr GLuint ShadowTextureNY = 4;
constexpr GLuint ShadowTexturePZ = 5;
constexpr GLuint ShadowTextureNZ = 6;
} // namespace ImageUnits
class OpenGLState {
public:
struct {
bool enabled; // GL_CULL_FACE
GLenum mode; // GL_CULL_FACE_MODE
GLenum front_face; // GL_FRONT_FACE
} cull;
struct {
bool test_enabled; // GL_DEPTH_TEST
GLenum test_func; // GL_DEPTH_FUNC
GLboolean write_mask; // GL_DEPTH_WRITEMASK
} depth;
struct {
GLboolean red_enabled;
GLboolean green_enabled;
GLboolean blue_enabled;
GLboolean alpha_enabled;
} color_mask; // GL_COLOR_WRITEMASK
struct {
bool test_enabled; // GL_STENCIL_TEST
GLenum test_func; // GL_STENCIL_FUNC
GLint test_ref; // GL_STENCIL_REF
GLuint test_mask; // GL_STENCIL_VALUE_MASK
GLuint write_mask; // GL_STENCIL_WRITEMASK
GLenum action_stencil_fail; // GL_STENCIL_FAIL
GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
} stencil;
struct {
bool enabled; // GL_BLEND
GLenum rgb_equation; // GL_BLEND_EQUATION_RGB
GLenum a_equation; // GL_BLEND_EQUATION_ALPHA
GLenum src_rgb_func; // GL_BLEND_SRC_RGB
GLenum dst_rgb_func; // GL_BLEND_DST_RGB
GLenum src_a_func; // GL_BLEND_SRC_ALPHA
GLenum dst_a_func; // GL_BLEND_DST_ALPHA
struct {
GLclampf red;
GLclampf green;
GLclampf blue;
GLclampf alpha;
} color; // GL_BLEND_COLOR
} blend;
GLenum logic_op; // GL_LOGIC_OP_MODE
// 3 texture units - one for each that is used in PICA fragment shader emulation
struct TextureUnit {
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
GLuint sampler; // GL_SAMPLER_BINDING
};
std::array<TextureUnit, 3> texture_units;
struct {
GLuint texture_cube; // GL_TEXTURE_BINDING_CUBE_MAP
GLuint sampler; // GL_SAMPLER_BINDING
} texture_cube_unit;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} texture_buffer_lut_lf;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} texture_buffer_lut_rg;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} texture_buffer_lut_rgba;
// GL_IMAGE_BINDING_NAME
GLuint image_shadow_buffer;
union {
std::array<GLuint, 6> image_shadow_texture;
struct {
GLuint image_shadow_texture_px;
GLuint image_shadow_texture_nx;
GLuint image_shadow_texture_py;
GLuint image_shadow_texture_ny;
GLuint image_shadow_texture_pz;
GLuint image_shadow_texture_nz;
};
};
struct {
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
} draw;
struct {
bool enabled; // GL_SCISSOR_TEST
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} scissor;
struct {
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} viewport;
std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
GLuint renderbuffer; // GL_RENDERBUFFER_BINDING
OpenGLState();
/// Get the currently active OpenGL state
static OpenGLState GetCurState() {
return cur_state;
}
/// Apply this state as the current OpenGL state
void Apply() const;
/// Resets any references to the given resource
OpenGLState& ResetTexture(GLuint handle);
OpenGLState& ResetSampler(GLuint handle);
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
OpenGLState& ResetBuffer(GLuint handle);
OpenGLState& ResetVertexArray(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle);
OpenGLState& ResetRenderbuffer(GLuint handle);
private:
static OpenGLState cur_state;
};
} // namespace OpenGL