// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/logging/log.h" #include "video_core/renderer_opengl/gl_state.h" OpenGLState OpenGLState::cur_state; OpenGLState::OpenGLState() { // These all match default OpenGL values cull.enabled = false; cull.mode = GL_BACK; cull.front_face = GL_CCW; depth.test_enabled = false; depth.test_func = GL_LESS; depth.write_mask = GL_TRUE; color_mask.red_enabled = GL_TRUE; color_mask.green_enabled = GL_TRUE; color_mask.blue_enabled = GL_TRUE; color_mask.alpha_enabled = GL_TRUE; stencil.test_enabled = false; stencil.test_func = GL_ALWAYS; stencil.test_ref = 0; stencil.test_mask = 0xFF; stencil.write_mask = 0xFF; stencil.action_depth_fail = GL_KEEP; stencil.action_depth_pass = GL_KEEP; stencil.action_stencil_fail = GL_KEEP; blend.enabled = true; blend.rgb_equation = GL_FUNC_ADD; blend.a_equation = GL_FUNC_ADD; blend.src_rgb_func = GL_ONE; blend.dst_rgb_func = GL_ZERO; blend.src_a_func = GL_ONE; blend.dst_a_func = GL_ZERO; blend.color.red = 0.0f; blend.color.green = 0.0f; blend.color.blue = 0.0f; blend.color.alpha = 0.0f; logic_op = GL_COPY; for (auto& texture_unit : texture_units) { texture_unit.Reset(); } draw.read_framebuffer = 0; draw.draw_framebuffer = 0; draw.vertex_array = 0; draw.vertex_buffer = 0; draw.uniform_buffer = 0; draw.shader_program = 0; draw.program_pipeline = 0; scissor.enabled = false; scissor.x = 0; scissor.y = 0; scissor.width = 0; scissor.height = 0; viewport.x = 0; viewport.y = 0; viewport.width = 0; viewport.height = 0; clip_distance = {}; } void OpenGLState::Apply() const { // Culling if (cull.enabled != cur_state.cull.enabled) { if (cull.enabled) { glEnable(GL_CULL_FACE); } else { glDisable(GL_CULL_FACE); } } if (cull.mode != cur_state.cull.mode) { glCullFace(cull.mode); } if (cull.front_face != cur_state.cull.front_face) { glFrontFace(cull.front_face); } // Depth test if (depth.test_enabled != cur_state.depth.test_enabled) { if (depth.test_enabled) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } } if (depth.test_func != cur_state.depth.test_func) { glDepthFunc(depth.test_func); } // Depth mask if (depth.write_mask != cur_state.depth.write_mask) { glDepthMask(depth.write_mask); } // Color mask if (color_mask.red_enabled != cur_state.color_mask.red_enabled || color_mask.green_enabled != cur_state.color_mask.green_enabled || color_mask.blue_enabled != cur_state.color_mask.blue_enabled || color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) { glColorMask(color_mask.red_enabled, color_mask.green_enabled, color_mask.blue_enabled, color_mask.alpha_enabled); } // Stencil test if (stencil.test_enabled != cur_state.stencil.test_enabled) { if (stencil.test_enabled) { glEnable(GL_STENCIL_TEST); } else { glDisable(GL_STENCIL_TEST); } } if (stencil.test_func != cur_state.stencil.test_func || stencil.test_ref != cur_state.stencil.test_ref || stencil.test_mask != cur_state.stencil.test_mask) { glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask); } if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail || stencil.action_depth_pass != cur_state.stencil.action_depth_pass || stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) { glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail, stencil.action_depth_pass); } // Stencil mask if (stencil.write_mask != cur_state.stencil.write_mask) { glStencilMask(stencil.write_mask); } // Blending if (blend.enabled != cur_state.blend.enabled) { if (blend.enabled) { glEnable(GL_BLEND); glDisable(GL_COLOR_LOGIC_OP); } else { glDisable(GL_BLEND); glEnable(GL_COLOR_LOGIC_OP); } } if (blend.color.red != cur_state.blend.color.red || blend.color.green != cur_state.blend.color.green || blend.color.blue != cur_state.blend.color.blue || blend.color.alpha != cur_state.blend.color.alpha) { glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha); } if (blend.src_rgb_func != cur_state.blend.src_rgb_func || blend.dst_rgb_func != cur_state.blend.dst_rgb_func || blend.src_a_func != cur_state.blend.src_a_func || blend.dst_a_func != cur_state.blend.dst_a_func) { glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func); } if (blend.rgb_equation != cur_state.blend.rgb_equation || blend.a_equation != cur_state.blend.a_equation) { glBlendEquationSeparate(blend.rgb_equation, blend.a_equation); } if (logic_op != cur_state.logic_op) { glLogicOp(logic_op); } // Textures for (int i = 0; i < std::size(texture_units); ++i) { if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) { glActiveTexture(TextureUnits::MaxwellTexture(i).Enum()); glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d); } if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { glBindSampler(static_cast(i), texture_units[i].sampler); } // Update the texture swizzle if (texture_units[i].swizzle.r != cur_state.texture_units[i].swizzle.r || texture_units[i].swizzle.g != cur_state.texture_units[i].swizzle.g || texture_units[i].swizzle.b != cur_state.texture_units[i].swizzle.b || texture_units[i].swizzle.a != cur_state.texture_units[i].swizzle.a) { std::array mask = {texture_units[i].swizzle.r, texture_units[i].swizzle.g, texture_units[i].swizzle.b, texture_units[i].swizzle.a}; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data()); } } // Constbuffers for (u32 stage = 0; stage < draw.const_buffers.size(); ++stage) { for (u32 buffer_id = 0; buffer_id < draw.const_buffers[stage].size(); ++buffer_id) { auto& current = cur_state.draw.const_buffers[stage][buffer_id]; auto& new_state = draw.const_buffers[stage][buffer_id]; if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint || current.ssbo != new_state.ssbo) { if (new_state.enabled) { glBindBufferBase(GL_UNIFORM_BUFFER, new_state.bindpoint, new_state.ssbo); } } } } // Framebuffer if (draw.read_framebuffer != cur_state.draw.read_framebuffer) { glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); } if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer); } // Vertex array if (draw.vertex_array != cur_state.draw.vertex_array) { glBindVertexArray(draw.vertex_array); } // Vertex buffer if (draw.vertex_buffer != cur_state.draw.vertex_buffer) { glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer); } // Uniform buffer if (draw.uniform_buffer != cur_state.draw.uniform_buffer) { glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer); } // Shader program if (draw.shader_program != cur_state.draw.shader_program) { glUseProgram(draw.shader_program); } // Program pipeline if (draw.program_pipeline != cur_state.draw.program_pipeline) { glBindProgramPipeline(draw.program_pipeline); } // Scissor test if (scissor.enabled != cur_state.scissor.enabled) { if (scissor.enabled) { glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } } if (scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y || scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height) { glScissor(scissor.x, scissor.y, scissor.width, scissor.height); } if (viewport.x != cur_state.viewport.x || viewport.y != cur_state.viewport.y || viewport.width != cur_state.viewport.width || viewport.height != cur_state.viewport.height) { glViewport(viewport.x, viewport.y, viewport.width, viewport.height); } // Clip distance for (size_t i = 0; i < clip_distance.size(); ++i) { if (clip_distance[i] != cur_state.clip_distance[i]) { if (clip_distance[i]) { glEnable(GL_CLIP_DISTANCE0 + static_cast(i)); } else { glDisable(GL_CLIP_DISTANCE0 + static_cast(i)); } } } cur_state = *this; } OpenGLState& OpenGLState::UnbindTexture(GLuint handle) { for (auto& unit : texture_units) { if (unit.texture_2d == handle) { unit.Unbind(); } } return *this; } OpenGLState& OpenGLState::ResetSampler(GLuint handle) { for (auto& unit : texture_units) { if (unit.sampler == handle) { unit.sampler = 0; } } return *this; } OpenGLState& OpenGLState::ResetProgram(GLuint handle) { if (draw.shader_program == handle) { draw.shader_program = 0; } return *this; } OpenGLState& OpenGLState::ResetPipeline(GLuint handle) { if (draw.program_pipeline == handle) { draw.program_pipeline = 0; } return *this; } OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { if (draw.vertex_buffer == handle) { draw.vertex_buffer = 0; } if (draw.uniform_buffer == handle) { draw.uniform_buffer = 0; } return *this; } OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) { if (draw.vertex_array == handle) { draw.vertex_array = 0; } return *this; } OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) { if (draw.read_framebuffer == handle) { draw.read_framebuffer = 0; } if (draw.draw_framebuffer == handle) { draw.draw_framebuffer = 0; } return *this; }