// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "common/common_funcs.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 = -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.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; } for (auto& lut : lighting_luts) { lut.texture_1d = 0; } fog_lut.texture_1d = 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; } 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); 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 (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 (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) { if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d); } if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { glBindSampler(i, texture_units[i].sampler); } } // Lighting LUTs for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) { if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) { glActiveTexture(GL_TEXTURE3 + i); glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d); } } // Fog LUT if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) { glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d); } // 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); } cur_state = *this; } GLenum OpenGLState::CheckFBStatus(GLenum target) { GLenum fb_status = glCheckFramebufferStatus(target); if (fb_status != GL_FRAMEBUFFER_COMPLETE) { const char* fb_description = (target == GL_READ_FRAMEBUFFER ? "READ" : (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK")); LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description, fb_status); } return fb_status; } void OpenGLState::ResetTexture(GLuint handle) { for (auto& unit : cur_state.texture_units) { if (unit.texture_2d == handle) { unit.texture_2d = 0; } } } void OpenGLState::ResetSampler(GLuint handle) { for (auto& unit : cur_state.texture_units) { if (unit.sampler == handle) { unit.sampler = 0; } } } void OpenGLState::ResetProgram(GLuint handle) { if (cur_state.draw.shader_program == handle) { cur_state.draw.shader_program = 0; } } void OpenGLState::ResetBuffer(GLuint handle) { if (cur_state.draw.vertex_buffer == handle) { cur_state.draw.vertex_buffer = 0; } if (cur_state.draw.uniform_buffer == handle) { cur_state.draw.uniform_buffer = 0; } } void OpenGLState::ResetVertexArray(GLuint handle) { if (cur_state.draw.vertex_array == handle) { cur_state.draw.vertex_array = 0; } } void OpenGLState::ResetFramebuffer(GLuint handle) { if (cur_state.draw.read_framebuffer == handle) { cur_state.draw.read_framebuffer = 0; } if (cur_state.draw.draw_framebuffer == handle) { cur_state.draw.draw_framebuffer = 0; } }