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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/pica.h"
OpenGLState OpenGLState::cur_state;
OpenGLState::OpenGLState() {
// These all match default OpenGL values
cull.enabled = false;
cull.mode = GL_BACK;
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 = -1;
stencil.write_mask = -1;
stencil.action_depth_fail = GL_KEEP;
stencil.action_depth_pass = GL_KEEP;
stencil.action_stencil_fail = GL_KEEP;
blend.enabled = false;
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;
}
draw.framebuffer = 0;
draw.vertex_array = 0;
draw.vertex_buffer = 0;
draw.shader_program = 0;
}
void OpenGLState::Apply() {
// 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);
}
// 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);
cur_state.logic_op = GL_COPY;
glLogicOp(cur_state.logic_op);
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 (logic_op != cur_state.logic_op) {
glLogicOp(logic_op);
}
// Textures
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
glActiveTexture(GL_TEXTURE0 + texture_index);
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
}
}
// Framebuffer
if (draw.framebuffer != cur_state.draw.framebuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, 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);
}
// Shader program
if (draw.shader_program != cur_state.draw.shader_program) {
glUseProgram(draw.shader_program);
}
cur_state = *this;
}
void OpenGLState::ResetTexture(GLuint id) {
for (auto& unit : cur_state.texture_units) {
if (unit.texture_2d == id) {
unit.texture_2d = 0;
}
}
}
void OpenGLState::ResetProgram(GLuint id) {
if (cur_state.draw.shader_program == id) {
cur_state.draw.shader_program = 0;
}
}
void OpenGLState::ResetBuffer(GLuint id) {
if (cur_state.draw.vertex_buffer == id) {
cur_state.draw.vertex_buffer = 0;
}
}
void OpenGLState::ResetVertexArray(GLuint id) {
if (cur_state.draw.vertex_array == id) {
cur_state.draw.vertex_array = 0;
}
}
void OpenGLState::ResetFramebuffer(GLuint id) {
if (cur_state.draw.framebuffer == id) {
cur_state.draw.framebuffer = 0;
}
}
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