From 05dc633a8c35221ce8d6abe6ddf027f8b0bab6c2 Mon Sep 17 00:00:00 2001 From: tfarley Date: Mon, 18 May 2015 21:21:33 -0700 Subject: OpenGL renderer --- src/video_core/renderer_opengl/gl_state.cpp | 160 ++++++++++++++++++++++++++++ 1 file changed, 160 insertions(+) create mode 100644 src/video_core/renderer_opengl/gl_state.cpp (limited to 'src/video_core/renderer_opengl/gl_state.cpp') diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp new file mode 100644 index 00000000..ca8a371e --- /dev/null +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -0,0 +1,160 @@ +// 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; + + stencil.test_enabled = false; + stencil.test_func = GL_ALWAYS; + stencil.test_ref = 0; + stencil.test_mask = -1; + stencil.write_mask = -1; + + 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; + + for (auto& texture_unit : texture_units) { + texture_unit.enabled_2d = false; + texture_unit.texture_2d = 0; + } + + draw.framebuffer = 0; + draw.vertex_array = 0; + draw.vertex_buffer = 0; + draw.shader_program = 0; +} + +const 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); + } + + // 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); + } + + // 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); + } else { + glDisable(GL_BLEND); + } + } + + 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); + } + + // Textures + for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) { + if (texture_units[texture_index].enabled_2d != texture_units[texture_index].enabled_2d) { + glActiveTexture(GL_TEXTURE0 + texture_index); + + if (texture_units[texture_index].enabled_2d) { + glEnable(GL_TEXTURE_2D); + } else { + glDisable(GL_TEXTURE_2D); + } + } + + 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; +} -- cgit v1.2.3