#include <msp/gl/extensions/arb_direct_state_access.h>
#include <msp/gl/extensions/arb_sampler_objects.h>
+#include <msp/gl/extensions/arb_shader_image_load_store.h>
#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_array_object.h>
{
const PipelineState &self = *static_cast<const PipelineState *>(this);
Device &device = Device::get_current();
- unsigned mask = changes;
if(applied_to && applied_to!=&device)
{
applied_to->get_state().last_pipeline = 0;
- mask = ~0U;
+ changes = ~0U;
}
OpenGLDeviceState &dev_state = device.get_state();
{
if(dev_state.last_pipeline)
dev_state.last_pipeline->applied_to = 0;
- mask = ~0U;
+ changes = ~0U;
}
- if(mask&PipelineState::FRAMEBUFFER)
+ if(changes&PipelineState::FRAMEBUFFER)
{
const Framebuffer *framebuffer = self.framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->id : 0);
}
}
- if(mask&(PipelineState::VIEWPORT|PipelineState::FRAMEBUFFER))
- {
- if(const Rect *viewport = self.viewport)
- glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
- else if(const Framebuffer *framebuffer = self.framebuffer)
- glViewport(0, 0, framebuffer->get_width(), framebuffer->get_height());
- }
-
- if(mask&PipelineState::SCISSOR)
- {
- if(const Rect *scissor = self.scissor)
+ if(changes&(PipelineState::VIEWPORT|PipelineState::SCISSOR|PipelineState::FRAMEBUFFER))
+ if(const Framebuffer *framebuffer = self.framebuffer)
{
- glEnable(GL_SCISSOR_TEST);
- glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
+ Rect fb_rect = framebuffer->get_rect();
+ if(changes&(PipelineState::VIEWPORT|PipelineState::FRAMEBUFFER))
+ {
+ Rect viewport = fb_rect.intersect(self.viewport);
+ glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height);
+ }
+ if(changes&(PipelineState::SCISSOR|PipelineState::FRAMEBUFFER))
+ {
+ Rect scissor = fb_rect.intersect(self.scissor);
+ if(scissor!=fb_rect)
+ {
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(scissor.left, scissor.bottom, scissor.width, scissor.height);
+ }
+ else
+ glDisable(GL_SCISSOR_TEST);
+ }
}
- else
- glDisable(GL_SCISSOR_TEST);
- }
- if(mask&PipelineState::SHPROG)
+ if(changes&PipelineState::SHPROG)
{
glUseProgram(self.shprog ? self.shprog->id : 0);
}
}
- if(mask&PipelineState::UNIFORMS)
+ if(changes&PipelineState::RESOURCES)
{
- for(const PipelineState::BoundUniformBlock &u: self.uniform_blocks)
- if(u.changed || mask==~0U)
+ for(const PipelineState::BoundResource &r: self.resources)
+ {
+ if(!r.changed && changes!=~0U)
+ continue;
+
+ if(r.used)
{
- if(u.block)
+ if(r.type==PipelineState::UNIFORM_BLOCK)
{
- if(u.binding>=0)
+ if(r.binding>=0)
{
- glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
- dev_state.bound_uniform_blocks[u.binding] = 1;
+ glBindBufferRange(GL_UNIFORM_BUFFER, r.binding, r.buffer->id, r.block->get_offset(), r.block->get_data_size());
+ dev_state.bound_uniform_blocks[r.binding] = 1;
}
- else if(u.binding==ReflectData::DEFAULT_BLOCK && self.shprog)
+ else if(r.binding==ReflectData::DEFAULT_BLOCK && self.shprog)
{
- const char *data = static_cast<const char *>(u.block->get_data_pointer());
+ const char *data = static_cast<const char *>(r.block->get_data_pointer());
for(const Program::UniformCall &call: self.shprog->uniform_calls)
call.func(call.location, call.size, data+call.location*16);
}
}
-
- u.changed = false;
- }
- }
-
- if(mask&PipelineState::TEXTURES)
- {
- for(const PipelineState::BoundTexture &t: self.textures)
- if(t.changed || mask==~0U)
- {
- if(t.texture && t.sampler)
+ else if(r.type==PipelineState::SAMPLED_TEXTURE)
{
if(ARB_direct_state_access)
- glBindTextureUnit(t.binding, t.texture->id);
+ glBindTextureUnit(r.binding, r.texture->id);
else
{
- glActiveTexture(GL_TEXTURE0+t.binding);
- if(dev_state.bound_tex_targets[t.binding] && static_cast<int>(t.texture->target)!=dev_state.bound_tex_targets[t.binding])
- glBindTexture(dev_state.bound_tex_targets[t.binding], 0);
- glBindTexture(t.texture->target, t.texture->id);
+ glActiveTexture(GL_TEXTURE0+r.binding);
+ if(dev_state.bound_tex_targets[r.binding] && static_cast<int>(r.texture->target)!=dev_state.bound_tex_targets[r.binding])
+ glBindTexture(dev_state.bound_tex_targets[r.binding], 0);
+ glBindTexture(r.texture->target, r.texture->id);
}
- dev_state.bound_tex_targets[t.binding] = t.texture->target;
+ dev_state.bound_tex_targets[r.binding] = r.texture->target;
- glBindSampler(t.binding, t.sampler->id);
- t.sampler->refresh();
+ glBindSampler(r.binding, r.sampler->id);
+ r.sampler->refresh();
}
+ else if(r.type==PipelineState::STORAGE_TEXTURE)
+ {
+ static Require _req(ARB_shader_image_load_store);
+ GLenum gl_format = get_gl_pixelformat(r.texture->get_format());
+ glBindImageTexture(r.binding, r.texture->id, 0, true, 0, GL_READ_WRITE, gl_format);
- t.changed = false;
+ dev_state.bound_storage_textures[r.binding] = 1;
+ }
}
+
+ r.changed = false;
+ }
}
- if(mask&PipelineState::VERTEX_SETUP)
+ if(changes&PipelineState::VERTEX_SETUP)
{
const VertexSetup *vertex_setup = self.vertex_setup;
glBindVertexArray(vertex_setup ? vertex_setup->id : 0);
}
}
- if(mask&PipelineState::FACE_CULL)
+ if(changes&PipelineState::FACE_CULL)
{
glFrontFace(self.front_face==CLOCKWISE ? GL_CW : GL_CCW);
glDisable(GL_CULL_FACE);
}
- if(mask&PipelineState::DEPTH_TEST)
+ if(changes&PipelineState::DEPTH_TEST)
{
- const DepthTest *depth_test = self.depth_test;
- if(depth_test && depth_test->enabled)
+ const DepthTest &depth_test = self.depth_test;
+ if(depth_test.enabled)
{
glEnable(GL_DEPTH_TEST);
- glDepthFunc(get_gl_predicate(depth_test->compare));
+ glDepthFunc(get_gl_predicate(depth_test.compare));
}
else
glDisable(GL_DEPTH_TEST);
- glDepthMask(!depth_test || depth_test->write);
+ glDepthMask(depth_test.write);
}
- if(mask&PipelineState::STENCIL_TEST)
+ if(changes&PipelineState::STENCIL_TEST)
{
- const StencilTest *stencil_test = self.stencil_test;
- if(stencil_test && stencil_test->enabled)
+ const StencilTest &stencil_test = self.stencil_test;
+ if(stencil_test.enabled)
{
glEnable(GL_STENCIL_TEST);
- glStencilFunc(get_gl_predicate(stencil_test->compare), stencil_test->reference, 0xFFFFFFFF);
- glStencilOp(get_gl_stencil_op(stencil_test->stencil_fail_op), get_gl_stencil_op(stencil_test->depth_fail_op), get_gl_stencil_op(stencil_test->depth_pass_op));
+ glStencilFunc(get_gl_predicate(stencil_test.compare), stencil_test.reference, 0xFFFFFFFF);
+ glStencilOp(get_gl_stencil_op(stencil_test.stencil_fail_op), get_gl_stencil_op(stencil_test.depth_fail_op), get_gl_stencil_op(stencil_test.depth_pass_op));
}
else
glDisable(GL_STENCIL_TEST);
}
- if(mask&PipelineState::BLEND)
+ if(changes&PipelineState::BLEND)
{
- const Blend *blend = self.blend;
- if(blend && blend->enabled)
+ const Blend &blend = self.blend;
+ if(blend.enabled)
{
glEnable(GL_BLEND);
- glBlendEquation(get_gl_blend_equation(blend->equation));
- glBlendFunc(get_gl_blend_factor(blend->src_factor), get_gl_blend_factor(blend->dst_factor));
- glBlendColor(blend->constant.r, blend->constant.g, blend->constant.b, blend->constant.a);
- ColorWriteMask cw = blend->write_mask;
+ glBlendEquation(get_gl_blend_equation(blend.equation));
+ glBlendFunc(get_gl_blend_factor(blend.src_factor), get_gl_blend_factor(blend.dst_factor));
+ glBlendColor(blend.constant.r, blend.constant.g, blend.constant.b, blend.constant.a);
+ ColorWriteMask cw = blend.write_mask;
glColorMask((cw&WRITE_RED)!=0, (cw&WRITE_GREEN)!=0, (cw&WRITE_BLUE)!=0, (cw&WRITE_ALPHA)!=0);
}
else
dev_state.bound_tex_targets[i] = 0;
}
+ for(unsigned i=0; i<dev_state.bound_storage_textures.size(); ++i)
+ if(dev_state.bound_storage_textures[i])
+ {
+ glBindImageTexture(i, 0, 0, true, 0, GL_READ_ONLY, GL_RGBA8);
+ dev_state.bound_storage_textures[i] = 0;
+ }
+
for(unsigned i=0; i<dev_state.bound_uniform_blocks.size(); ++i)
if(dev_state.bound_uniform_blocks[i])
{