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// 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>
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_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 {
GLboolean red_enabled;
GLboolean green_enabled;
GLboolean blue_enabled;
GLboolean alpha_enabled;
} color_mask; // GL_COLOR_WRITEMASK
struct {
bool test_enabled; // GL_STENCIL_TEST
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
} stencil;
struct {
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
struct {
GLclampf red;
GLclampf green;
GLclampf blue;
GLclampf alpha;
} color; // GL_BLEND_COLOR
} blend;
GLenum logic_op; // GL_LOGIC_OP_MODE
// 3 texture units - one for each that is used in PICA fragment shader emulation
struct {
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
GLuint sampler; // GL_SAMPLER_BINDING
} texture_units[32];
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} lighting_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} fog_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_noise_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_color_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_alpha_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_diff_lut;
struct {
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
struct ConstBufferConfig {
bool enabled;
GLuint bindpoint;
GLuint ssbo;
};
std::array<std::array<ConstBufferConfig, 16>, 5> const_buffers{};
} draw;
struct {
bool enabled; // GL_SCISSOR_TEST
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} scissor;
struct {
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} viewport;
std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
OpenGLState();
/// Get the currently active OpenGL state
static OpenGLState GetCurState() {
return cur_state;
}
/// Apply this state as the current OpenGL state
void Apply() const;
/// Resets any references to the given resource
OpenGLState& ResetTexture(GLuint handle);
OpenGLState& ResetSampler(GLuint handle);
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
OpenGLState& ResetBuffer(GLuint handle);
OpenGLState& ResetVertexArray(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle);
private:
static OpenGLState cur_state;
};
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