5a9a84994a
Fix clip distance and viewport
247 lines
7.1 KiB
C++
247 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 <glad/glad.h>
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#include "video_core/engines/maxwell_3d.h"
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namespace OpenGL {
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namespace TextureUnits {
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struct TextureUnit {
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GLint id;
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constexpr GLenum Enum() const {
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return static_cast<GLenum>(GL_TEXTURE0 + id);
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}
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};
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constexpr TextureUnit MaxwellTexture(int unit) {
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return TextureUnit{unit};
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}
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constexpr TextureUnit LightingLUT{3};
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constexpr TextureUnit FogLUT{4};
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constexpr TextureUnit ProcTexNoiseLUT{5};
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constexpr TextureUnit ProcTexColorMap{6};
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constexpr TextureUnit ProcTexAlphaMap{7};
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexDiffLUT{9};
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} // namespace TextureUnits
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class OpenGLState {
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public:
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struct {
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bool enabled; // GL_FRAMEBUFFER_SRGB
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} framebuffer_srgb;
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struct {
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bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE
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bool alpha_to_one; // GL_ALPHA_TO_ONE
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} multisample_control;
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struct {
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bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
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} fragment_color_clamp;
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struct {
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bool far_plane;
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bool near_plane;
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} depth_clamp; // GL_DEPTH_CLAMP
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struct {
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bool enabled; // viewports arrays are only supported when geometry shaders are enabled.
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} geometry_shaders;
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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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bool enabled;
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GLuint index;
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} primitive_restart; // GL_PRIMITIVE_RESTART
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struct ColorMask {
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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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};
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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; // GL_STENCIL_TEST
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struct {
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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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} front, back;
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} stencil;
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struct Blend {
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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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};
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std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend;
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struct {
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bool enabled;
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} independant_blend;
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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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} blend_color; // GL_BLEND_COLOR
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struct {
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bool enabled; // GL_LOGIC_OP_MODE
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GLenum operation;
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} logic_op;
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// 3 texture units - one for each that is used in PICA fragment shader emulation
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struct TextureUnit {
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GLuint texture; // GL_TEXTURE_BINDING_2D
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GLuint sampler; // GL_SAMPLER_BINDING
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GLenum target;
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struct {
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GLint r; // GL_TEXTURE_SWIZZLE_R
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GLint g; // GL_TEXTURE_SWIZZLE_G
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GLint b; // GL_TEXTURE_SWIZZLE_B
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GLint a; // GL_TEXTURE_SWIZZLE_A
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} swizzle;
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void Unbind() {
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texture = 0;
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swizzle.r = GL_RED;
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swizzle.g = GL_GREEN;
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swizzle.b = GL_BLUE;
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swizzle.a = GL_ALPHA;
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}
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void Reset() {
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Unbind();
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sampler = 0;
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target = GL_TEXTURE_2D;
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}
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};
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std::array<TextureUnit, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> texture_units;
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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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GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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struct viewport {
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GLint x;
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GLint y;
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GLint width;
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GLint height;
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GLfloat depth_range_near; // GL_DEPTH_RANGE
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GLfloat depth_range_far; // GL_DEPTH_RANGE
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struct {
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bool enabled; // GL_SCISSOR_TEST
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GLint x;
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GLint y;
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GLsizei width;
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GLsizei height;
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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; // GL_POINT_SIZE
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} point;
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struct {
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bool point_enable;
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bool line_enable;
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bool fill_enable;
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GLfloat units;
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GLfloat factor;
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GLfloat clamp;
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} polygon_offset;
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std::array<bool, 8> clip_distance; // GL_CLIP_DISTANCE
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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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static bool GetsRGBUsed() {
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return s_rgb_used;
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}
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static void ClearsRGBUsed() {
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s_rgb_used = false;
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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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/// Apply only the state afecting the framebuffer
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void ApplyFramebufferState() const;
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/// Apply only the state afecting the vertex buffer
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void ApplyVertexBufferState() const;
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/// Set the initial OpenGL state
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static void ApplyDefaultState();
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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& ResetBuffer(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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void EmulateViewportWithScissor();
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private:
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static OpenGLState cur_state;
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// Workaround for sRGB problems caused by
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// QT not supporting srgb output
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static bool s_rgb_used;
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void ApplySRgb() const;
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void ApplyCulling() const;
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void ApplyColorMask() const;
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void ApplyDepth() const;
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void ApplyPrimitiveRestart() const;
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void ApplyStencilTest() const;
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void ApplyViewport() const;
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void ApplyTargetBlending(std::size_t target, bool force) const;
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void ApplyGlobalBlending() const;
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void ApplyBlending() const;
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void ApplyLogicOp() const;
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void ApplyTextures() const;
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void ApplySamplers() const;
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void ApplyDepthClamp() const;
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void ApplyPolygonOffset() const;
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};
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} // namespace OpenGL
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