#include "pipelinestate.h"
#include "program.h"
#include "rect.h"
+#include "sampler.h"
#include "stenciltest.h"
#include "texture.h"
#include "uniformblock.h"
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():
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()
if((tex!=0)!=(samp!=0))
throw invalid_argument("PipelineState::set_texture");
- vector<BoundTexture>::iterator i = lower_bound_member(textures, binding, &BoundTexture::binding);
+ auto i = lower_bound_member(textures, binding, &BoundTexture::binding);
if(i==textures.end() || i->binding!=binding)
i = textures.insert(i, BoundTexture(binding));
if(tex!=i->texture || samp!=i->sampler)
void PipelineState::set_uniform_block_(int binding, const UniformBlock *block)
{
- vector<BoundUniformBlock>::iterator i = lower_bound_member(uniform_blocks, binding, &BoundUniformBlock::binding);
+ auto i = lower_bound_member(uniform_blocks, binding, &BoundUniformBlock::binding);
if(i==uniform_blocks.end() || i->binding!=binding)
i = uniform_blocks.insert(i, BoundUniformBlock(binding));
if(block!=i->block || binding<0)
void PipelineState::apply() const
{
+ if(!last_applied)
+ Texture::unbind_scratch();
+
apply(this==last_applied ? changes : ~0U);
}
{
if(mask&FRAMEBUFFER)
{
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->get_id() : 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->id : 0);
if(framebuffer)
{
framebuffer->refresh();
}
if(mask&SHPROG)
- glUseProgram(shprog ? shprog->get_id() : 0);
+ glUseProgram(shprog ? shprog->id : 0);
if(mask&VERTEX_SETUP)
{
- glBindVertexArray(vertex_setup ? vertex_setup->get_id() : 0);
+ glBindVertexArray(vertex_setup ? vertex_setup->id : 0);
if(vertex_setup)
{
static Require _req(MSP_primitive_restart);
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())
+ for(const BoundTexture &t: textures)
+ if(t.changed || mask==~0U)
{
- 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 || mask==~0U)
- {
- if(i->texture && i->sampler)
+ if(t.texture && t.sampler)
{
if(ARB_direct_state_access)
- glBindTextureUnit(i->binding, i->texture->get_id());
+ glBindTextureUnit(t.binding, t.texture->id);
else
{
- glActiveTexture(GL_TEXTURE0+i->binding);
- 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();
+ 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);
+ glBindTexture(t.texture->target, t.texture->id);
}
- 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;
- }
+ bound_tex_targets[t.binding] = t.texture->target;
+
+ glBindSampler(t.binding, t.sampler->id);
+ t.sampler->refresh();
}
- i->changed = false;
+ t.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 || mask==~0U)
+ for(const BoundUniformBlock &u: uniform_blocks)
+ if(u.changed || mask==~0U)
{
- if(i->block)
+ if(u.block)
{
- if(i->binding>=0)
+ if(u.binding>=0)
{
- 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());
+ const BufferBackedUniformBlock *block = static_cast<const BufferBackedUniformBlock *>(u.block);
+ glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, block->get_buffer()->id, block->get_offset(), block->get_data_size());
+ bound_uniform_blocks[u.binding] = 1;
}
else
- static_cast<const DefaultUniformBlock *>(i->block)->apply();
+ static_cast<const DefaultUniformBlock *>(u.block)->apply();
}
- else
- glBindBufferBase(GL_UNIFORM_BUFFER, i->binding, 0);
- i->changed = false;
+ u.changed = false;
}
}
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(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);
+ 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;
+ }
glDisable(GL_DEPTH_TEST);
glDepthMask(true);