namespace Msp {
namespace GL {
-const OpenGLPipelineState *OpenGLPipelineState::last_applied = 0;
-vector<int> OpenGLPipelineState::bound_tex_targets;
-vector<char> OpenGLPipelineState::bound_uniform_blocks;
-unsigned OpenGLPipelineState::restart_index = 0;
-unsigned OpenGLPipelineState::n_clip_distances = 0;
-
-OpenGLPipelineState::OpenGLPipelineState()
-{
- if(bound_tex_targets.empty())
- bound_tex_targets.resize(Device::get_current().get_info().limits.max_texture_bindings);
- if(bound_uniform_blocks.empty())
- bound_uniform_blocks.resize(Device::get_current().get_info().limits.max_uniform_bindings);
-}
-
OpenGLPipelineState::~OpenGLPipelineState()
{
- if(this==last_applied)
- last_applied = 0;
+ if(applied_to)
+ applied_to->get_state().last_pipeline = 0;
}
void OpenGLPipelineState::apply() const
{
- if(!last_applied)
- OpenGLTexture::unbind_scratch();
+ const PipelineState &self = *static_cast<const PipelineState *>(this);
+ Device &device = Device::get_current();
+ unsigned mask = changes;
- apply(this==last_applied ? static_cast<const PipelineState *>(this)->changes : ~0U);
-}
+ if(applied_to && applied_to!=&device)
+ {
+ applied_to->get_state().last_pipeline = 0;
+ mask = ~0U;
+ }
-void OpenGLPipelineState::apply(unsigned mask) const
-{
- const PipelineState *self = static_cast<const PipelineState *>(this);
+ OpenGLDeviceState &dev_state = device.get_state();
+ if(!dev_state.last_pipeline)
+ OpenGLTexture::unbind_scratch();
+
+ if(this!=dev_state.last_pipeline)
+ {
+ if(dev_state.last_pipeline)
+ dev_state.last_pipeline->applied_to = 0;
+ mask = ~0U;
+ }
if(mask&PipelineState::FRAMEBUFFER)
{
- const Framebuffer *framebuffer = self->framebuffer;
+ const Framebuffer *framebuffer = self.framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->id : 0);
if(framebuffer)
{
if(mask&(PipelineState::VIEWPORT|PipelineState::FRAMEBUFFER))
{
- if(const Rect *viewport = self->viewport)
+ if(const Rect *viewport = self.viewport)
glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
- else if(const Framebuffer *framebuffer = self->framebuffer)
+ 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(const Rect *scissor = self.scissor)
{
glEnable(GL_SCISSOR_TEST);
glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
if(mask&PipelineState::SHPROG)
{
- glUseProgram(self->shprog ? self->shprog->id : 0);
+ glUseProgram(self.shprog ? self.shprog->id : 0);
- unsigned ncd = (self->shprog ? self->shprog->get_n_clip_distances() : 0);
- if(ncd!=n_clip_distances)
+ unsigned ncd = (self.shprog ? self.shprog->get_n_clip_distances() : 0);
+ if(ncd!=dev_state.n_clip_distances)
{
- for(unsigned i=0; (i<ncd || i<n_clip_distances); ++i)
+ for(unsigned i=0; (i<ncd || i<dev_state.n_clip_distances); ++i)
{
if(i<ncd)
glEnable(GL_CLIP_PLANE0+i);
else
glDisable(GL_CLIP_PLANE0+i);
}
- n_clip_distances = ncd;
+ dev_state.n_clip_distances = ncd;
}
}
- if(mask&PipelineState::VERTEX_SETUP)
+ if(mask&PipelineState::UNIFORMS)
{
- const VertexSetup *vertex_setup = self->vertex_setup;
- glBindVertexArray(vertex_setup ? vertex_setup->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)
+ for(const PipelineState::BoundUniformBlock &u: self.uniform_blocks)
+ if(u.changed || mask==~0U)
{
- if(!restart_index)
- glEnable(GL_PRIMITIVE_RESTART);
- glPrimitiveRestartIndex(ri);
- restart_index = ri;
- }
- }
- }
-
- if(mask&PipelineState::FACE_CULL)
- {
- glFrontFace(self->front_face==CLOCKWISE ? GL_CW : GL_CCW);
+ if(u.used)
+ {
+ if(u.binding>=0)
+ {
+ glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.buffer->id, u.block->get_offset(), u.block->get_data_size());
+ dev_state.bound_uniform_blocks[u.binding] = 1;
+ }
+ else if(u.binding==ReflectData::DEFAULT_BLOCK && self.shprog)
+ {
+ const char *data = static_cast<const char *>(u.block->get_data_pointer());
+ for(const Program::UniformCall &call: self.shprog->uniform_calls)
+ call.func(call.location, call.size, data+call.location*16);
+ }
+ }
- if(self->face_cull!=NO_CULL && self->front_face!=NON_MANIFOLD)
- {
- glEnable(GL_CULL_FACE);
- glCullFace(self->face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
- }
- else
- glDisable(GL_CULL_FACE);
+ u.changed = false;
+ }
}
if(mask&PipelineState::TEXTURES)
{
- for(const PipelineState::BoundTexture &t: self->textures)
+ for(const PipelineState::BoundTexture &t: self.textures)
if(t.changed || mask==~0U)
{
- if(t.texture && t.sampler)
+ if(t.used)
{
if(ARB_direct_state_access)
glBindTextureUnit(t.binding, t.texture->id);
else
{
glActiveTexture(GL_TEXTURE0+t.binding);
- if(bound_tex_targets[t.binding] && static_cast<int>(t.texture->target)!=bound_tex_targets[t.binding])
- glBindTexture(bound_tex_targets[t.binding], 0);
+ 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);
}
- bound_tex_targets[t.binding] = t.texture->target;
+ dev_state.bound_tex_targets[t.binding] = t.texture->target;
glBindSampler(t.binding, t.sampler->id);
t.sampler->refresh();
}
}
- if(mask&PipelineState::UNIFORMS)
+ if(mask&PipelineState::VERTEX_SETUP)
{
- for(const PipelineState::BoundUniformBlock &u: self->uniform_blocks)
- if(u.changed || mask==~0U)
- {
- if(u.block)
- {
- if(u.binding>=0)
- {
- glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
- bound_uniform_blocks[u.binding] = 1;
- }
- else if(self->shprog)
- {
- const char *data = static_cast<const char *>(u.block->get_data_pointer());
- for(const Program::UniformCall &call: self->shprog->uniform_calls)
- call.func(call.location, call.size, data+call.location*16);
- }
- }
+ const VertexSetup *vertex_setup = self.vertex_setup;
+ glBindVertexArray(vertex_setup ? vertex_setup->id : 0);
+ if(vertex_setup)
+ {
+ static Require _req(MSP_primitive_restart);
- u.changed = false;
+ vertex_setup->refresh();
+ unsigned ri = (vertex_setup->get_index_type()==UNSIGNED_INT ? 0xFFFFFFFF : 0xFFFF);
+ if(ri!=dev_state.restart_index)
+ {
+ if(!dev_state.restart_index)
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(ri);
+ dev_state.restart_index = ri;
}
+ }
+ }
+
+ if(mask&PipelineState::FACE_CULL)
+ {
+ glFrontFace(self.front_face==CLOCKWISE ? GL_CW : GL_CCW);
+
+ if(self.face_cull!=NO_CULL && self.front_face!=NON_MANIFOLD)
+ {
+ glEnable(GL_CULL_FACE);
+ glCullFace(self.face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
+ }
+ else
+ glDisable(GL_CULL_FACE);
}
if(mask&PipelineState::DEPTH_TEST)
{
- const DepthTest *depth_test = self->depth_test;
+ const DepthTest *depth_test = self.depth_test;
if(depth_test && depth_test->enabled)
{
glEnable(GL_DEPTH_TEST);
if(mask&PipelineState::STENCIL_TEST)
{
- const StencilTest *stencil_test = self->stencil_test;
+ const StencilTest *stencil_test = self.stencil_test;
if(stencil_test && stencil_test->enabled)
{
glEnable(GL_STENCIL_TEST);
if(mask&PipelineState::BLEND)
{
- const Blend *blend = self->blend;
+ const Blend *blend = self.blend;
if(blend && blend->enabled)
{
glEnable(GL_BLEND);
}
}
- last_applied = this;
- self->changes &= ~mask;
+ applied_to = &device;
+ dev_state.last_pipeline = this;
+ changes = 0;
}
void OpenGLPipelineState::clear()
{
- if(last_applied)
+ OpenGLDeviceState &dev_state = Device::get_current().get_state();
+ if(dev_state.last_pipeline)
{
glUseProgram(0);
glBindVertexArray(0);
- for(unsigned i=0; i<n_clip_distances; ++i)
+ for(unsigned i=0; i<dev_state.n_clip_distances; ++i)
glDisable(GL_CLIP_PLANE0+i);
- n_clip_distances = 0;
+ dev_state.n_clip_distances = 0;
- for(unsigned i=0; i<bound_tex_targets.size(); ++i)
- if(bound_tex_targets[i])
+ for(unsigned i=0; i<dev_state.bound_tex_targets.size(); ++i)
+ if(dev_state.bound_tex_targets[i])
{
if(ARB_direct_state_access)
glBindTextureUnit(i, 0);
else
{
glActiveTexture(GL_TEXTURE0+i);
- glBindTexture(bound_tex_targets[i], 0);
+ glBindTexture(dev_state.bound_tex_targets[i], 0);
}
- bound_tex_targets[i] = 0;
+ dev_state.bound_tex_targets[i] = 0;
}
- for(unsigned i=0; i<bound_uniform_blocks.size(); ++i)
- if(bound_uniform_blocks[i])
+ for(unsigned i=0; i<dev_state.bound_uniform_blocks.size(); ++i)
+ if(dev_state.bound_uniform_blocks[i])
{
glBindBufferBase(GL_UNIFORM_BUFFER, i, 0);
- bound_uniform_blocks[i] = 0;
+ dev_state.bound_uniform_blocks[i] = 0;
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
- last_applied = 0;
+ dev_state.last_pipeline->applied_to = 0;
+ dev_state.last_pipeline = 0;
}
}