7ffb672f61
This commit finishes adding depth mode that was reverted before due to other unresolved issues.
241 lines
7.1 KiB
C++
241 lines
7.1 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 <array>
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#include <type_traits>
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#include <glad/glad.h>
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#include "video_core/engines/maxwell_3d.h"
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namespace OpenGL {
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class OpenGLState {
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public:
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struct {
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bool enabled = false; // GL_FRAMEBUFFER_SRGB
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} framebuffer_srgb;
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struct {
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bool alpha_to_coverage = false; // GL_ALPHA_TO_COVERAGE
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bool alpha_to_one = false; // GL_ALPHA_TO_ONE
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} multisample_control;
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struct {
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bool enabled = false; // GL_CLAMP_FRAGMENT_COLOR_ARB
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} fragment_color_clamp;
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struct {
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bool far_plane = false;
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bool near_plane = false;
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} depth_clamp; // GL_DEPTH_CLAMP
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struct {
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bool enabled = false; // GL_CULL_FACE
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GLenum mode = GL_BACK; // GL_CULL_FACE_MODE
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GLenum front_face = GL_CCW; // GL_FRONT_FACE
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} cull;
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struct {
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bool test_enabled = false; // GL_DEPTH_TEST
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GLboolean write_mask = GL_TRUE; // GL_DEPTH_WRITEMASK
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GLenum test_func = GL_LESS; // GL_DEPTH_FUNC
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} depth;
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struct {
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bool enabled = false;
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GLuint index = 0;
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} primitive_restart; // GL_PRIMITIVE_RESTART
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struct ColorMask {
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GLboolean red_enabled = GL_TRUE;
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GLboolean green_enabled = GL_TRUE;
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GLboolean blue_enabled = GL_TRUE;
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GLboolean alpha_enabled = GL_TRUE;
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};
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std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets>
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color_mask; // GL_COLOR_WRITEMASK
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struct {
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bool test_enabled = false; // GL_STENCIL_TEST
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struct {
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GLenum test_func = GL_ALWAYS; // GL_STENCIL_FUNC
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GLint test_ref = 0; // GL_STENCIL_REF
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GLuint test_mask = 0xFFFFFFFF; // GL_STENCIL_VALUE_MASK
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GLuint write_mask = 0xFFFFFFFF; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail = GL_KEEP; // GL_STENCIL_FAIL
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GLenum action_depth_fail = GL_KEEP; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass = GL_KEEP; // GL_STENCIL_PASS_DEPTH_PASS
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} front, back;
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} stencil;
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struct Blend {
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bool enabled = false; // GL_BLEND
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GLenum rgb_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_RGB
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GLenum a_equation = GL_FUNC_ADD; // GL_BLEND_EQUATION_ALPHA
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GLenum src_rgb_func = GL_ONE; // GL_BLEND_SRC_RGB
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GLenum dst_rgb_func = GL_ZERO; // GL_BLEND_DST_RGB
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GLenum src_a_func = GL_ONE; // GL_BLEND_SRC_ALPHA
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GLenum dst_a_func = GL_ZERO; // GL_BLEND_DST_ALPHA
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};
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std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend;
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struct {
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bool enabled = false;
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} independant_blend;
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struct {
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GLclampf red = 0.0f;
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GLclampf green = 0.0f;
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GLclampf blue = 0.0f;
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GLclampf alpha = 0.0f;
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} blend_color; // GL_BLEND_COLOR
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struct {
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bool enabled = false; // GL_LOGIC_OP_MODE
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GLenum operation = GL_COPY;
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} logic_op;
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static constexpr std::size_t NumSamplers = 32 * 5;
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static constexpr std::size_t NumImages = 8 * 5;
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std::array<GLuint, NumSamplers> textures = {};
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std::array<GLuint, NumSamplers> samplers = {};
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std::array<GLuint, NumImages> images = {};
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struct {
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GLuint read_framebuffer = 0; // GL_READ_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer = 0; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint vertex_array = 0; // GL_VERTEX_ARRAY_BINDING
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GLuint shader_program = 0; // GL_CURRENT_PROGRAM
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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struct Viewport {
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GLint x = 0;
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GLint y = 0;
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GLint width = 0;
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GLint height = 0;
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GLfloat depth_range_near = 0.0f; // GL_DEPTH_RANGE
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GLfloat depth_range_far = 1.0f; // GL_DEPTH_RANGE
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struct {
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bool enabled = false; // GL_SCISSOR_TEST
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GLint x = 0;
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GLint y = 0;
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GLsizei width = 0;
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GLsizei height = 0;
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} scissor;
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};
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std::array<Viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
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struct {
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float size = 1.0f; // GL_POINT_SIZE
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} point;
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struct {
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bool point_enable = false;
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bool line_enable = false;
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bool fill_enable = false;
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GLfloat units = 0.0f;
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GLfloat factor = 0.0f;
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GLfloat clamp = 0.0f;
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} polygon_offset;
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struct {
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bool enabled = false; // GL_ALPHA_TEST
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GLenum func = GL_ALWAYS; // GL_ALPHA_TEST_FUNC
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GLfloat ref = 0.0f; // GL_ALPHA_TEST_REF
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} alpha_test;
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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struct {
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GLenum origin = GL_LOWER_LEFT;
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GLenum depth_mode = GL_NEGATIVE_ONE_TO_ONE;
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} clip_control;
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OpenGLState();
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/// Get the currently active OpenGL state
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static OpenGLState GetCurState() {
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return cur_state;
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}
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void SetDefaultViewports();
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/// Apply this state as the current OpenGL state
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void Apply();
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void ApplyFramebufferState();
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void ApplyVertexArrayState();
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void ApplyShaderProgram();
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void ApplyProgramPipeline();
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void ApplyClipDistances();
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void ApplyPointSize();
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void ApplyFragmentColorClamp();
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void ApplyMultisample();
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void ApplySRgb();
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void ApplyCulling();
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void ApplyColorMask();
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void ApplyDepth();
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void ApplyPrimitiveRestart();
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void ApplyStencilTest();
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void ApplyViewport();
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void ApplyTargetBlending(std::size_t target, bool force);
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void ApplyGlobalBlending();
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void ApplyBlending();
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void ApplyLogicOp();
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void ApplyTextures();
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void ApplySamplers();
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void ApplyImages();
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void ApplyDepthClamp();
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void ApplyPolygonOffset();
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void ApplyAlphaTest();
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void ApplyClipControl();
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/// Resets any references to the given resource
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OpenGLState& UnbindTexture(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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/// Viewport does not affects glClearBuffer so emulate viewport using scissor test
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void EmulateViewportWithScissor();
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void MarkDirtyBlendState() {
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dirty.blend_state = true;
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}
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void MarkDirtyStencilState() {
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dirty.stencil_state = true;
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}
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void MarkDirtyPolygonOffset() {
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dirty.polygon_offset = true;
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}
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void MarkDirtyColorMask() {
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dirty.color_mask = true;
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}
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void AllDirty() {
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dirty.blend_state = true;
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dirty.stencil_state = true;
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dirty.polygon_offset = true;
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dirty.color_mask = true;
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}
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private:
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static OpenGLState cur_state;
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struct {
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bool blend_state;
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bool stencil_state;
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bool viewport_state;
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bool polygon_offset;
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bool color_mask;
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} dirty{};
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};
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static_assert(std::is_trivially_copyable_v<OpenGLState>);
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} // namespace OpenGL
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