blob: 949b13051ad41e4382df717fff2cc823777fead2 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
|
// 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>
#include "video_core/engines/maxwell_3d.h"
namespace OpenGL {
namespace TextureUnits {
struct TextureUnit {
GLint id;
constexpr GLenum Enum() const {
return static_cast<GLenum>(GL_TEXTURE0 + id);
}
};
constexpr TextureUnit MaxwellTexture(int unit) {
return TextureUnit{unit};
}
constexpr TextureUnit LightingLUT{3};
constexpr TextureUnit FogLUT{4};
constexpr TextureUnit ProcTexNoiseLUT{5};
constexpr TextureUnit ProcTexColorMap{6};
constexpr TextureUnit ProcTexAlphaMap{7};
constexpr TextureUnit ProcTexLUT{8};
constexpr TextureUnit ProcTexDiffLUT{9};
} // namespace TextureUnits
class OpenGLState {
public:
struct {
bool enabled; // GL_FRAMEBUFFER_SRGB
} framebuffer_srgb;
struct {
bool alpha_to_coverage; // GL_ALPHA_TO_COVERAGE
bool alpha_to_one; // GL_ALPHA_TO_ONE
} multisample_control;
struct {
bool enabled; // GL_CLAMP_FRAGMENT_COLOR_ARB
} fragment_color_clamp;
struct {
bool far_plane;
bool near_plane;
} depth_clamp; // GL_DEPTH_CLAMP
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 {
bool enabled;
GLuint index;
} primitive_restart; // GL_PRIMITIVE_RESTART
struct ColorMask {
GLboolean red_enabled;
GLboolean green_enabled;
GLboolean blue_enabled;
GLboolean alpha_enabled;
};
std::array<ColorMask, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets>
color_mask; // GL_COLOR_WRITEMASK
struct {
bool test_enabled; // GL_STENCIL_TEST
struct {
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
} front, back;
} stencil;
struct Blend {
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
};
std::array<Blend, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> blend;
struct {
bool enabled;
} independant_blend;
struct {
GLclampf red;
GLclampf green;
GLclampf blue;
GLclampf alpha;
} blend_color; // GL_BLEND_COLOR
struct {
bool enabled; // GL_LOGIC_OP_MODE
GLenum operation;
} logic_op;
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures{};
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> samplers{};
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumImages> images{};
struct {
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
} draw;
struct viewport {
GLint x;
GLint y;
GLint width;
GLint height;
GLfloat depth_range_near; // GL_DEPTH_RANGE
GLfloat depth_range_far; // GL_DEPTH_RANGE
struct {
bool enabled; // GL_SCISSOR_TEST
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} scissor;
};
std::array<viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
struct {
float size; // GL_POINT_SIZE
} point;
struct {
bool point_enable;
bool line_enable;
bool fill_enable;
GLfloat units;
GLfloat factor;
GLfloat clamp;
} polygon_offset;
struct {
bool enabled; // GL_ALPHA_TEST
GLenum func; // GL_ALPHA_TEST_FUNC
GLfloat ref; // GL_ALPHA_TEST_REF
} alpha_test;
std::array<bool, 8> clip_distance; // GL_CLIP_DISTANCE
OpenGLState();
/// Get the currently active OpenGL state
static OpenGLState GetCurState() {
return cur_state;
}
static bool GetsRGBUsed() {
return s_rgb_used;
}
static void ClearsRGBUsed() {
s_rgb_used = false;
}
void SetDefaultViewports();
/// Apply this state as the current OpenGL state
void Apply();
void ApplyFramebufferState() const;
void ApplyVertexArrayState() const;
void ApplyShaderProgram() const;
void ApplyProgramPipeline() const;
void ApplyClipDistances() const;
void ApplyPointSize() const;
void ApplyFragmentColorClamp() const;
void ApplyMultisample() const;
void ApplySRgb() const;
void ApplyCulling() const;
void ApplyColorMask() const;
void ApplyDepth() const;
void ApplyPrimitiveRestart() const;
void ApplyStencilTest() const;
void ApplyViewport() const;
void ApplyTargetBlending(std::size_t target, bool force) const;
void ApplyGlobalBlending() const;
void ApplyBlending() const;
void ApplyLogicOp() const;
void ApplyTextures() const;
void ApplySamplers() const;
void ApplyImages() const;
void ApplyDepthClamp() const;
void ApplyPolygonOffset() const;
void ApplyAlphaTest() const;
/// Set the initial OpenGL state
static void ApplyDefaultState();
/// Resets any references to the given resource
OpenGLState& UnbindTexture(GLuint handle);
OpenGLState& ResetSampler(GLuint handle);
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
OpenGLState& ResetVertexArray(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle);
/// Viewport does not affects glClearBuffer so emulate viewport using scissor test
void EmulateViewportWithScissor();
void MarkDirtyBlendState() {
dirty.blend_state = true;
}
void MarkDirtyStencilState() {
dirty.stencil_state = true;
}
void MarkDirtyPolygonOffset() {
dirty.polygon_offset = true;
}
void MarkDirtyColorMask() {
dirty.color_mask = true;
}
void AllDirty() {
dirty.blend_state = true;
dirty.stencil_state = true;
dirty.polygon_offset = true;
dirty.color_mask = true;
}
private:
static OpenGLState cur_state;
// Workaround for sRGB problems caused by QT not supporting srgb output
static bool s_rgb_used;
struct {
bool blend_state;
bool stencil_state;
bool viewport_state;
bool polygon_offset;
bool color_mask;
} dirty{};
};
} // namespace OpenGL
|