// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/assert.h" #include "common/logging/log.h" #include "video_core/renderer_opengl/gl_state.h" namespace OpenGL { using Maxwell = Tegra::Engines::Maxwell3D::Regs; OpenGLState OpenGLState::cur_state; bool OpenGLState::s_rgb_used; namespace { template bool UpdateValue(T& current_value, const T new_value) { const bool changed = current_value != new_value; current_value = new_value; return changed; } template bool UpdateTie(T1 current_value, const T2 new_value) { const bool changed = current_value != new_value; current_value = new_value; return changed; } void Enable(GLenum cap, bool enable) { if (enable) { glEnable(cap); } else { glDisable(cap); } } void Enable(GLenum cap, GLuint index, bool enable) { if (enable) { glEnablei(cap, index); } else { glDisablei(cap, index); } } void Enable(GLenum cap, bool& current_value, bool new_value) { if (UpdateValue(current_value, new_value)) Enable(cap, new_value); } void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) { if (UpdateValue(current_value, new_value)) Enable(cap, index, new_value); } } // namespace OpenGLState::OpenGLState() { // These all match default OpenGL values framebuffer_srgb.enabled = false; multisample_control.alpha_to_coverage = false; multisample_control.alpha_to_one = false; 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; primitive_restart.enabled = false; primitive_restart.index = 0; for (auto& item : color_mask) { item.red_enabled = GL_TRUE; item.green_enabled = GL_TRUE; item.blue_enabled = GL_TRUE; item.alpha_enabled = GL_TRUE; } const auto ResetStencil = [](auto& config) { config.test_func = GL_ALWAYS; config.test_ref = 0; config.test_mask = 0xFFFFFFFF; config.write_mask = 0xFFFFFFFF; config.action_depth_fail = GL_KEEP; config.action_depth_pass = GL_KEEP; config.action_stencil_fail = GL_KEEP; }; stencil.test_enabled = false; ResetStencil(stencil.front); ResetStencil(stencil.back); for (auto& item : viewports) { item.x = 0; item.y = 0; item.width = 0; item.height = 0; item.depth_range_near = 0.0f; item.depth_range_far = 1.0f; item.scissor.enabled = false; item.scissor.x = 0; item.scissor.y = 0; item.scissor.width = 0; item.scissor.height = 0; } for (auto& item : blend) { item.enabled = true; item.rgb_equation = GL_FUNC_ADD; item.a_equation = GL_FUNC_ADD; item.src_rgb_func = GL_ONE; item.dst_rgb_func = GL_ZERO; item.src_a_func = GL_ONE; item.dst_a_func = GL_ZERO; } independant_blend.enabled = false; blend_color.red = 0.0f; blend_color.green = 0.0f; blend_color.blue = 0.0f; blend_color.alpha = 0.0f; logic_op.enabled = false; logic_op.operation = GL_COPY; for (auto& texture_unit : texture_units) { texture_unit.Reset(); } draw.read_framebuffer = 0; draw.draw_framebuffer = 0; draw.vertex_array = 0; draw.shader_program = 0; draw.program_pipeline = 0; clip_distance = {}; point.size = 1; fragment_color_clamp.enabled = false; depth_clamp.far_plane = false; depth_clamp.near_plane = false; polygon_offset.fill_enable = false; polygon_offset.line_enable = false; polygon_offset.point_enable = false; polygon_offset.factor = 0.0f; polygon_offset.units = 0.0f; polygon_offset.clamp = 0.0f; alpha_test.enabled = false; alpha_test.func = GL_ALWAYS; alpha_test.ref = 0.0f; } void OpenGLState::ApplyDefaultState() { glEnable(GL_BLEND); glDisable(GL_FRAMEBUFFER_SRGB); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_PRIMITIVE_RESTART); glDisable(GL_STENCIL_TEST); glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_SCISSOR_TEST); } void OpenGLState::ApplyFramebufferState() const { if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) { glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); } if (UpdateValue(cur_state.draw.draw_framebuffer, draw.draw_framebuffer)) { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer); } } void OpenGLState::ApplyVertexArrayState() const { if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) { glBindVertexArray(draw.vertex_array); } } void OpenGLState::ApplyShaderProgram() const { if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) { glUseProgram(draw.shader_program); } } void OpenGLState::ApplyProgramPipeline() const { if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) { glBindProgramPipeline(draw.program_pipeline); } } void OpenGLState::ApplyClipDistances() const { for (std::size_t i = 0; i < clip_distance.size(); ++i) { Enable(GL_CLIP_DISTANCE0 + static_cast(i), cur_state.clip_distance[i], clip_distance[i]); } } void OpenGLState::ApplyPointSize() const { if (UpdateValue(cur_state.point.size, point.size)) { glPointSize(point.size); } } void OpenGLState::ApplyFragmentColorClamp() const { if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) { glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB, fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE); } } void OpenGLState::ApplyMultisample() const { Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage, multisample_control.alpha_to_coverage); Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one, multisample_control.alpha_to_one); } void OpenGLState::ApplyDepthClamp() const { if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane && depth_clamp.near_plane == cur_state.depth_clamp.near_plane) { return; } cur_state.depth_clamp = depth_clamp; UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane, "Unimplemented Depth Clamp Separation!"); Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane); } void OpenGLState::ApplySRgb() const { if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled) return; cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled; if (framebuffer_srgb.enabled) { // Track if sRGB is used s_rgb_used = true; glEnable(GL_FRAMEBUFFER_SRGB); } else { glDisable(GL_FRAMEBUFFER_SRGB); } } void OpenGLState::ApplyCulling() const { Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled); if (UpdateValue(cur_state.cull.mode, cull.mode)) { glCullFace(cull.mode); } if (UpdateValue(cur_state.cull.front_face, cull.front_face)) { glFrontFace(cull.front_face); } } void OpenGLState::ApplyColorMask() const { for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) { const auto& updated = color_mask[i]; auto& current = cur_state.color_mask[i]; if (updated.red_enabled != current.red_enabled || updated.green_enabled != current.green_enabled || updated.blue_enabled != current.blue_enabled || updated.alpha_enabled != current.alpha_enabled) { current = updated; glColorMaski(static_cast(i), updated.red_enabled, updated.green_enabled, updated.blue_enabled, updated.alpha_enabled); } } } void OpenGLState::ApplyDepth() const { Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled); if (cur_state.depth.test_func != depth.test_func) { cur_state.depth.test_func = depth.test_func; glDepthFunc(depth.test_func); } if (cur_state.depth.write_mask != depth.write_mask) { cur_state.depth.write_mask = depth.write_mask; glDepthMask(depth.write_mask); } } void OpenGLState::ApplyPrimitiveRestart() const { Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled); if (cur_state.primitive_restart.index != primitive_restart.index) { cur_state.primitive_restart.index = primitive_restart.index; glPrimitiveRestartIndex(primitive_restart.index); } } void OpenGLState::ApplyStencilTest() const { Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled); const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) { if (current.test_func != config.test_func || current.test_ref != config.test_ref || current.test_mask != config.test_mask) { current.test_func = config.test_func; current.test_ref = config.test_ref; current.test_mask = config.test_mask; glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask); } if (current.action_depth_fail != config.action_depth_fail || current.action_depth_pass != config.action_depth_pass || current.action_stencil_fail != config.action_stencil_fail) { current.action_depth_fail = config.action_depth_fail; current.action_depth_pass = config.action_depth_pass; current.action_stencil_fail = config.action_stencil_fail; glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail, config.action_depth_pass); } if (current.write_mask != config.write_mask) { current.write_mask = config.write_mask; glStencilMaskSeparate(face, config.write_mask); } }; ConfigStencil(GL_FRONT, stencil.front, cur_state.stencil.front); ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back); } void OpenGLState::ApplyViewport() const { for (GLuint i = 0; i < static_cast(Maxwell::NumViewports); ++i) { const auto& updated = viewports[i]; auto& current = cur_state.viewports[i]; if (current.x != updated.x || current.y != updated.y || current.width != updated.width || current.height != updated.height) { current.x = updated.x; current.y = updated.y; current.width = updated.width; current.height = updated.height; glViewportIndexedf(i, static_cast(updated.x), static_cast(updated.y), static_cast(updated.width), static_cast(updated.height)); } if (current.depth_range_near != updated.depth_range_near || current.depth_range_far != updated.depth_range_far) { current.depth_range_near = updated.depth_range_near; current.depth_range_far = updated.depth_range_far; glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far); } Enable(GL_SCISSOR_TEST, i, current.scissor.enabled, updated.scissor.enabled); if (current.scissor.x != updated.scissor.x || current.scissor.y != updated.scissor.y || current.scissor.width != updated.scissor.width || current.scissor.height != updated.scissor.height) { current.scissor.x = updated.scissor.x; current.scissor.y = updated.scissor.y; current.scissor.width = updated.scissor.width; current.scissor.height = updated.scissor.height; glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width, updated.scissor.height); } } } void OpenGLState::ApplyGlobalBlending() const { const Blend& updated = blend[0]; Blend& current = cur_state.blend[0]; Enable(GL_BLEND, current.enabled, updated.enabled); if (current.src_rgb_func != updated.src_rgb_func || current.dst_rgb_func != updated.dst_rgb_func || current.src_a_func != updated.src_a_func || current.dst_a_func != updated.dst_a_func) { current.src_rgb_func = updated.src_rgb_func; current.dst_rgb_func = updated.dst_rgb_func; current.src_a_func = updated.src_a_func; current.dst_a_func = updated.dst_a_func; glBlendFuncSeparate(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func); } if (current.rgb_equation != updated.rgb_equation || current.a_equation != updated.a_equation) { current.rgb_equation = updated.rgb_equation; current.a_equation = updated.a_equation; glBlendEquationSeparate(updated.rgb_equation, updated.a_equation); } } void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const { const Blend& updated = blend[target]; Blend& current = cur_state.blend[target]; if (current.enabled != updated.enabled || force) { current.enabled = updated.enabled; Enable(GL_BLEND, static_cast(target), updated.enabled); } if (UpdateTie(std::tie(current.src_rgb_func, current.dst_rgb_func, current.src_a_func, current.dst_a_func), std::tie(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func))) { glBlendFuncSeparatei(static_cast(target), updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func); } if (UpdateTie(std::tie(current.rgb_equation, current.a_equation), std::tie(updated.rgb_equation, updated.a_equation))) { glBlendEquationSeparatei(static_cast(target), updated.rgb_equation, updated.a_equation); } } void OpenGLState::ApplyBlending() const { if (independant_blend.enabled) { const bool force = independant_blend.enabled != cur_state.independant_blend.enabled; for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) { ApplyTargetBlending(target, force); } } else { ApplyGlobalBlending(); } cur_state.independant_blend.enabled = independant_blend.enabled; if (UpdateTie( std::tie(cur_state.blend_color.red, cur_state.blend_color.green, cur_state.blend_color.blue, cur_state.blend_color.alpha), std::tie(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha))) { glBlendColor(blend_color.red, blend_color.green, blend_color.blue, blend_color.alpha); } } void OpenGLState::ApplyLogicOp() const { Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled); if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) { glLogicOp(logic_op.operation); } } void OpenGLState::ApplyPolygonOffset() const { Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable, polygon_offset.fill_enable); Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable, polygon_offset.line_enable); Enable(GL_POLYGON_OFFSET_POINT, cur_state.polygon_offset.point_enable, polygon_offset.point_enable); if (UpdateTie(std::tie(cur_state.polygon_offset.factor, cur_state.polygon_offset.units, cur_state.polygon_offset.clamp), std::tie(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp))) { if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) { glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp); } else { UNIMPLEMENTED_IF_MSG(polygon_offset.clamp != 0, "Unimplemented Depth polygon offset clamp."); glPolygonOffset(polygon_offset.factor, polygon_offset.units); } } } void OpenGLState::ApplyAlphaTest() const { Enable(GL_ALPHA_TEST, cur_state.alpha_test.enabled, alpha_test.enabled); if (UpdateTie(std::tie(cur_state.alpha_test.func, cur_state.alpha_test.ref), std::tie(alpha_test.func, alpha_test.ref))) { glAlphaFunc(alpha_test.func, alpha_test.ref); } } void OpenGLState::ApplyTextures() const { bool has_delta{}; std::size_t first{}; std::size_t last{}; std::array textures; for (std::size_t i = 0; i < std::size(texture_units); ++i) { const auto& texture_unit = texture_units[i]; auto& cur_state_texture_unit = cur_state.texture_units[i]; textures[i] = texture_unit.texture; if (cur_state_texture_unit.texture == textures[i]) { continue; } cur_state_texture_unit.texture = textures[i]; if (!has_delta) { first = i; has_delta = true; } last = i; } if (has_delta) { glBindTextures(static_cast(first), static_cast(last - first + 1), textures.data() + first); } } void OpenGLState::ApplySamplers() const { bool has_delta{}; std::size_t first{}; std::size_t last{}; std::array samplers; for (std::size_t i = 0; i < std::size(samplers); ++i) { samplers[i] = texture_units[i].sampler; if (cur_state.texture_units[i].sampler == texture_units[i].sampler) { continue; } cur_state.texture_units[i].sampler = texture_units[i].sampler; if (!has_delta) { first = i; has_delta = true; } last = i; } if (has_delta) { glBindSamplers(static_cast(first), static_cast(last - first + 1), samplers.data() + first); } } void OpenGLState::Apply() const { ApplyFramebufferState(); ApplyVertexArrayState(); ApplyShaderProgram(); ApplyProgramPipeline(); ApplyClipDistances(); ApplyPointSize(); ApplyFragmentColorClamp(); ApplyMultisample(); ApplyDepthClamp(); ApplyColorMask(); ApplyViewport(); ApplyStencilTest(); ApplySRgb(); ApplyCulling(); ApplyDepth(); ApplyPrimitiveRestart(); ApplyBlending(); ApplyLogicOp(); ApplyTextures(); ApplySamplers(); ApplyPolygonOffset(); ApplyAlphaTest(); } void OpenGLState::EmulateViewportWithScissor() { auto& current = viewports[0]; if (current.scissor.enabled) { const GLint left = std::max(current.x, current.scissor.x); const GLint right = std::max(current.x + current.width, current.scissor.x + current.scissor.width); const GLint bottom = std::max(current.y, current.scissor.y); const GLint top = std::max(current.y + current.height, current.scissor.y + current.scissor.height); current.scissor.x = std::max(left, 0); current.scissor.y = std::max(bottom, 0); current.scissor.width = std::max(right - left, 0); current.scissor.height = std::max(top - bottom, 0); } else { current.scissor.enabled = true; current.scissor.x = current.x; current.scissor.y = current.y; current.scissor.width = current.width; current.scissor.height = current.height; } } OpenGLState& OpenGLState::UnbindTexture(GLuint handle) { for (auto& unit : texture_units) { if (unit.texture == 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::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; } } // namespace OpenGL