// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <iterator>
#include <glad/glad.h>
#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.texture_2d = 0;
texture_unit.sampler = 0;
texture_unit.swizzle.r = GL_RED;
texture_unit.swizzle.g = GL_GREEN;
texture_unit.swizzle.b = GL_BLUE;
texture_unit.swizzle.a = GL_ALPHA;
}
lighting_lut.texture_buffer = 0;
fog_lut.texture_buffer = 0;
proctex_lut.texture_buffer = 0;
proctex_diff_lut.texture_buffer = 0;
proctex_color_map.texture_buffer = 0;
proctex_alpha_map.texture_buffer = 0;
proctex_noise_lut.texture_buffer = 0;
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<GLuint>(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<GLint, 4> 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);
}
}
}
}
// Lighting LUTs
if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
glActiveTexture(TextureUnits::LightingLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
}
// Fog LUT
if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
glActiveTexture(TextureUnits::FogLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
}
// ProcTex Noise LUT
if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
}
// ProcTex Color Map
if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
}
// ProcTex Alpha Map
if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
}
// ProcTex LUT
if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
}
// ProcTex Diff LUT
if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
}
// 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<GLenum>(i));
} else {
glDisable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i));
}
}
}
cur_state = *this;
}
OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
for (auto& unit : texture_units) {
if (unit.texture_2d == handle) {
unit.texture_2d = 0;
}
}
if (lighting_lut.texture_buffer == handle)
lighting_lut.texture_buffer = 0;
if (fog_lut.texture_buffer == handle)
fog_lut.texture_buffer = 0;
if (proctex_noise_lut.texture_buffer == handle)
proctex_noise_lut.texture_buffer = 0;
if (proctex_color_map.texture_buffer == handle)
proctex_color_map.texture_buffer = 0;
if (proctex_alpha_map.texture_buffer == handle)
proctex_alpha_map.texture_buffer = 0;
if (proctex_lut.texture_buffer == handle)
proctex_lut.texture_buffer = 0;
if (proctex_diff_lut.texture_buffer == handle)
proctex_diff_lut.texture_buffer = 0;
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;
}