#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>
+#include <msp/gl/extensions/msp_primitive_restart.h>
+#include "blend.h"
#include "buffer.h"
#include "deviceinfo.h"
+#include "depthtest.h"
+#include "framebuffer.h"
#include "pipelinestate.h"
#include "program.h"
+#include "rect.h"
+#include "stenciltest.h"
#include "texture.h"
#include "uniformblock.h"
#include "vertexsetup.h"
-#include "windingtest.h"
using namespace std;
const PipelineState *PipelineState::last_applied = 0;
vector<int> PipelineState::bound_tex_targets;
+vector<char> PipelineState::bound_uniform_blocks;
+unsigned PipelineState::restart_index = 0;
PipelineState::PipelineState():
+ framebuffer(0),
+ viewport(0),
+ scissor(0),
shprog(0),
vertex_setup(0),
- winding_test(0),
+ front_face(COUNTERCLOCKWISE),
+ face_cull(NO_CULL),
enabled_clip_planes(0),
+ depth_test(0),
+ stencil_test(0),
+ blend(0),
changes(0)
{
- if(!ARB_direct_state_access && bound_tex_targets.empty())
+ if(bound_tex_targets.empty())
bound_tex_targets.resize(Limits::get_global().max_texture_bindings);
+ if(bound_uniform_blocks.empty())
+ bound_uniform_blocks.resize(Limits::get_global().max_uniform_bindings);
}
PipelineState::~PipelineState()
last_applied = 0;
}
-void PipelineState::set_shader_program(const Program *p)
+template<typename T>
+void PipelineState::set(T &target, T value, unsigned flag)
{
- if(p!=shprog)
+ if(value!=target)
{
- shprog = p;
- changes |= SHPROG;
+ target = value;
+ changes |= flag;
}
}
+void PipelineState::set_framebuffer(const Framebuffer *f)
+{
+ set(framebuffer, f, FRAMEBUFFER|VIEWPORT);
+}
+
+void PipelineState::set_viewport(const Rect *v)
+{
+ set(viewport, v, VIEWPORT);
+}
+
+void PipelineState::set_scissor(const Rect *s)
+{
+ set(scissor, s, SCISSOR);
+}
+
+void PipelineState::set_shader_program(const Program *p)
+{
+ set(shprog, p, SHPROG);
+}
+
void PipelineState::set_vertex_setup(const VertexSetup *s)
{
- if(s!=vertex_setup)
- {
- vertex_setup = s;
- changes |= VERTEX_SETUP;
- }
+ set(vertex_setup, s, VERTEX_SETUP);
}
-void PipelineState::set_winding_test(const WindingTest *w)
+void PipelineState::set_front_face(FaceWinding w)
{
- if(w!=winding_test)
- {
- winding_test = w;
- changes |= WINDING_TEST;
- }
+ set(front_face, w, FACE_CULL);
+}
+
+void PipelineState::set_face_cull(CullMode c)
+{
+ set(face_cull, c, FACE_CULL);
}
void PipelineState::set_enabled_clip_planes(unsigned p)
{
- if(p!=enabled_clip_planes)
- {
- enabled_clip_planes = p;
- changes |= CLIP_PLANES;
- }
+ set(enabled_clip_planes, p, CLIP_PLANES);
}
void PipelineState::set_texture(unsigned binding, const Texture *tex, const Sampler *samp)
}
}
+void PipelineState::set_depth_test(const DepthTest *dt)
+{
+ set(depth_test, dt, DEPTH_TEST);
+}
+
+void PipelineState::set_stencil_test(const StencilTest *st)
+{
+ set(stencil_test, st, STENCIL_TEST);
+}
+
+void PipelineState::set_blend(const Blend *b)
+{
+ set(blend, b, BLEND);
+}
+
void PipelineState::apply() const
{
apply(this==last_applied ? changes : ~0U);
void PipelineState::apply(unsigned mask) const
{
+ if(mask&FRAMEBUFFER)
+ {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->get_id() : 0);
+ if(framebuffer)
+ {
+ framebuffer->refresh();
+ framebuffer->require_complete();
+ }
+ }
+
+ if(mask&VIEWPORT)
+ {
+ if(viewport)
+ glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
+ else if(framebuffer)
+ glViewport(0, 0, framebuffer->get_width(), framebuffer->get_height());
+ }
+
+ if(mask&SCISSOR)
+ {
+ if(scissor)
+ {
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
+ }
+ else
+ glDisable(GL_SCISSOR_TEST);
+ }
+
if(mask&SHPROG)
glUseProgram(shprog ? shprog->get_id() : 0);
{
glBindVertexArray(vertex_setup ? vertex_setup->get_id() : 0);
if(vertex_setup)
+ {
+ static Require _req(MSP_primitive_restart);
+
vertex_setup->refresh();
+ unsigned ri = (vertex_setup->get_index_type()==UNSIGNED_INT ? 0xFFFFFFFF : 0xFFFF);
+ if(ri!=restart_index)
+ {
+ if(!restart_index)
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(ri);
+ restart_index = ri;
+ }
+ }
}
- if(mask&WINDING_TEST)
+ if(mask&FACE_CULL)
{
- if(winding_test)
+ glFrontFace(front_face==CLOCKWISE ? GL_CW : GL_CCW);
+
+ if(face_cull!=NO_CULL && front_face!=NON_MANIFOLD)
{
glEnable(GL_CULL_FACE);
- glFrontFace(winding_test->get_winding());
+ glCullFace(face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
}
else
glDisable(GL_CULL_FACE);
if(mask&TEXTURES)
{
- if(last_applied && this!=last_applied)
- {
- vector<BoundTexture>::const_iterator i = textures.begin();
- vector<BoundTexture>::const_iterator j = last_applied->textures.begin();
- while(j!=last_applied->textures.end())
- {
- if(i==textures.end() || j->binding<i->binding)
- {
- if(bound_tex_targets[j->binding])
- {
- if(ARB_direct_state_access)
- glBindTextureUnit(j->binding, 0);
- else
- {
- glActiveTexture(GL_TEXTURE0+j->binding);
- glBindTexture(bound_tex_targets[j->binding], 0);
- }
- }
- ++j;
- }
- else
- {
- if(i->binding==j->binding)
- ++j;
- ++i;
- }
- }
- }
-
for(vector<BoundTexture>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
- if(i->changed)
+ if(i->changed || mask==~0U)
{
if(i->texture && i->sampler)
{
if(bound_tex_targets[i->binding] && static_cast<int>(i->texture->get_target())!=bound_tex_targets[i->binding])
glBindTexture(bound_tex_targets[i->binding], 0);
glBindTexture(i->texture->get_target(), i->texture->get_id());
- bound_tex_targets[i->binding] = i->texture->get_target();
}
+ bound_tex_targets[i->binding] = i->texture->get_target();
+
glBindSampler(i->binding, i->sampler->get_id());
i->sampler->refresh();
}
- else if(bound_tex_targets[i->binding])
- {
- if(ARB_direct_state_access)
- glBindTextureUnit(i->binding, 0);
- else
- {
- glActiveTexture(GL_TEXTURE0+i->binding);
- glBindTexture(bound_tex_targets[i->binding], 0);
- bound_tex_targets[i->binding] = 0;
- }
- }
i->changed = false;
}
if(mask&UNIFORMS)
{
- if(last_applied && this!=last_applied)
- {
- vector<BoundUniformBlock>::const_iterator i = uniform_blocks.begin();
- vector<BoundUniformBlock>::const_iterator j = last_applied->uniform_blocks.begin();
- while(j!=last_applied->uniform_blocks.end())
- {
- if(i==uniform_blocks.end() || j->binding<i->binding)
- {
- glBindBufferBase(GL_UNIFORM_BUFFER, j->binding, 0);
- ++j;
- }
- else
- {
- if(i->binding==j->binding)
- ++j;
- ++i;
- }
- }
- }
-
for(vector<BoundUniformBlock>::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
- if(i->changed)
+ if(i->changed || mask==~0U)
{
if(i->block)
{
{
const BufferBackedUniformBlock *block = static_cast<const BufferBackedUniformBlock *>(i->block);
glBindBufferRange(GL_UNIFORM_BUFFER, i->binding, block->get_buffer()->get_id(), block->get_offset(), block->get_data_size());
+ bound_uniform_blocks[i->binding] = 1;
}
else
static_cast<const DefaultUniformBlock *>(i->block)->apply();
}
- else
- glBindBufferBase(GL_UNIFORM_BUFFER, i->binding, 0);
i->changed = false;
}
}
+ if(mask&DEPTH_TEST)
+ {
+ if(depth_test && depth_test->enabled)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(get_gl_predicate(depth_test->compare));
+ }
+ else
+ glDisable(GL_DEPTH_TEST);
+
+ glDepthMask(!depth_test || depth_test->write);
+ }
+
+ if(mask&STENCIL_TEST)
+ {
+ if(stencil_test && 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));
+ }
+ else
+ glDisable(GL_STENCIL_TEST);
+ }
+
+ if(mask&BLEND)
+ {
+ if(blend && 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);
+ }
+ else
+ glDisable(GL_BLEND);
+ }
+
last_applied = this;
changes &= ~mask;
}
if((last_applied->enabled_clip_planes>>i)&1)
glDisable(GL_CLIP_PLANE0+i);
- for(vector<BoundTexture>::const_iterator i=last_applied->textures.begin(); i!=last_applied->textures.end(); ++i)
- if(i->texture && i->sampler)
+ for(unsigned i=0; i<bound_tex_targets.size(); ++i)
+ if(bound_tex_targets[i])
{
if(ARB_direct_state_access)
- glBindTextureUnit(i->binding, 0);
+ glBindTextureUnit(i, 0);
else
{
- glActiveTexture(GL_TEXTURE0+i->binding);
- glBindTexture(bound_tex_targets[i->binding], 0);
- bound_tex_targets[i->binding] = 0;
+ glActiveTexture(GL_TEXTURE0+i);
+ glBindTexture(bound_tex_targets[i], 0);
}
+ bound_tex_targets[i] = 0;
+ }
+
+ for(unsigned i=0; i<bound_uniform_blocks.size(); ++i)
+ if(bound_uniform_blocks[i])
+ {
+ glBindBufferBase(GL_UNIFORM_BUFFER, i, 0);
+ bound_uniform_blocks[i] = 0;
}
- for(vector<BoundUniformBlock>::const_iterator i=last_applied->uniform_blocks.begin(); i!=last_applied->uniform_blocks.end(); ++i)
- if(i->block)
- glBindBufferBase(GL_UNIFORM_BUFFER, i->binding, 0);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(true);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
last_applied = 0;
}