2 #include <msp/core/algorithm.h>
3 #include <msp/gl/extensions/arb_direct_state_access.h>
4 #include <msp/gl/extensions/arb_sampler_objects.h>
5 #include <msp/gl/extensions/arb_shader_objects.h>
6 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
7 #include <msp/gl/extensions/arb_vertex_array_object.h>
10 #include "deviceinfo.h"
11 #include "depthtest.h"
12 #include "pipelinestate.h"
14 #include "stenciltest.h"
16 #include "uniformblock.h"
17 #include "vertexsetup.h"
24 const PipelineState *PipelineState::last_applied = 0;
25 vector<int> PipelineState::bound_tex_targets;
27 PipelineState::PipelineState():
30 front_face(COUNTERCLOCKWISE),
32 enabled_clip_planes(0),
38 if(!ARB_direct_state_access && bound_tex_targets.empty())
39 bound_tex_targets.resize(Limits::get_global().max_texture_bindings);
42 PipelineState::~PipelineState()
44 if(this==last_applied)
49 void PipelineState::set(T &target, T value, unsigned flag)
58 void PipelineState::set_shader_program(const Program *p)
60 set(shprog, p, SHPROG);
63 void PipelineState::set_vertex_setup(const VertexSetup *s)
65 set(vertex_setup, s, VERTEX_SETUP);
68 void PipelineState::set_front_face(FaceWinding w)
70 set(front_face, w, FACE_CULL);
73 void PipelineState::set_face_cull(CullMode c)
75 set(face_cull, c, FACE_CULL);
78 void PipelineState::set_enabled_clip_planes(unsigned p)
80 set(enabled_clip_planes, p, CLIP_PLANES);
83 void PipelineState::set_texture(unsigned binding, const Texture *tex, const Sampler *samp)
85 if((tex!=0)!=(samp!=0))
86 throw invalid_argument("PipelineState::set_texture");
88 vector<BoundTexture>::iterator i = lower_bound_member(textures, binding, &BoundTexture::binding);
89 if(i==textures.end() || i->binding!=binding)
90 i = textures.insert(i, BoundTexture(binding));
91 if(tex!=i->texture || samp!=i->sampler)
100 void PipelineState::set_uniforms(const DefaultUniformBlock *block)
102 set_uniform_block_(-1, block);
105 void PipelineState::set_uniform_block(unsigned binding, const BufferBackedUniformBlock *block)
107 set_uniform_block_(binding, block);
110 void PipelineState::set_uniform_block_(int binding, const UniformBlock *block)
112 vector<BoundUniformBlock>::iterator i = lower_bound_member(uniform_blocks, binding, &BoundUniformBlock::binding);
113 if(i==uniform_blocks.end() || i->binding!=binding)
114 i = uniform_blocks.insert(i, BoundUniformBlock(binding));
115 if(block!=i->block || binding<0)
123 void PipelineState::set_depth_test(const DepthTest *dt)
125 set(depth_test, dt, DEPTH_TEST);
128 void PipelineState::set_stencil_test(const StencilTest *st)
130 set(stencil_test, st, STENCIL_TEST);
133 void PipelineState::set_blend(const Blend *b)
135 set(blend, b, BLEND);
138 void PipelineState::apply() const
140 apply(this==last_applied ? changes : ~0U);
143 void PipelineState::apply(unsigned mask) const
146 glUseProgram(shprog ? shprog->get_id() : 0);
148 if(mask&VERTEX_SETUP)
150 glBindVertexArray(vertex_setup ? vertex_setup->get_id() : 0);
152 vertex_setup->refresh();
157 glFrontFace(front_face==CLOCKWISE ? GL_CW : GL_CCW);
159 if(face_cull!=NO_CULL && front_face!=NON_MANIFOLD)
161 glEnable(GL_CULL_FACE);
162 glCullFace(face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
165 glDisable(GL_CULL_FACE);
170 unsigned max_clip_planes = Limits::get_global().max_clip_planes;
171 for(unsigned i=0; i<max_clip_planes; ++i)
173 if((enabled_clip_planes>>i)&1)
174 glEnable(GL_CLIP_PLANE0+i);
176 glDisable(GL_CLIP_PLANE0+i);
182 if(last_applied && this!=last_applied)
184 vector<BoundTexture>::const_iterator i = textures.begin();
185 vector<BoundTexture>::const_iterator j = last_applied->textures.begin();
186 while(j!=last_applied->textures.end())
188 if(i==textures.end() || j->binding<i->binding)
190 if(bound_tex_targets[j->binding])
192 if(ARB_direct_state_access)
193 glBindTextureUnit(j->binding, 0);
196 glActiveTexture(GL_TEXTURE0+j->binding);
197 glBindTexture(bound_tex_targets[j->binding], 0);
204 if(i->binding==j->binding)
211 for(vector<BoundTexture>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
212 if(i->changed || mask==~0U)
214 if(i->texture && i->sampler)
216 if(ARB_direct_state_access)
217 glBindTextureUnit(i->binding, i->texture->get_id());
220 glActiveTexture(GL_TEXTURE0+i->binding);
221 if(bound_tex_targets[i->binding] && static_cast<int>(i->texture->get_target())!=bound_tex_targets[i->binding])
222 glBindTexture(bound_tex_targets[i->binding], 0);
223 glBindTexture(i->texture->get_target(), i->texture->get_id());
224 bound_tex_targets[i->binding] = i->texture->get_target();
227 glBindSampler(i->binding, i->sampler->get_id());
228 i->sampler->refresh();
230 else if(bound_tex_targets[i->binding])
232 if(ARB_direct_state_access)
233 glBindTextureUnit(i->binding, 0);
236 glActiveTexture(GL_TEXTURE0+i->binding);
237 glBindTexture(bound_tex_targets[i->binding], 0);
238 bound_tex_targets[i->binding] = 0;
248 if(last_applied && this!=last_applied)
250 vector<BoundUniformBlock>::const_iterator i = uniform_blocks.begin();
251 vector<BoundUniformBlock>::const_iterator j = last_applied->uniform_blocks.begin();
252 while(j!=last_applied->uniform_blocks.end())
254 if(i==uniform_blocks.end() || j->binding<i->binding)
256 glBindBufferBase(GL_UNIFORM_BUFFER, j->binding, 0);
261 if(i->binding==j->binding)
268 for(vector<BoundUniformBlock>::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
269 if(i->changed || mask==~0U)
275 const BufferBackedUniformBlock *block = static_cast<const BufferBackedUniformBlock *>(i->block);
276 glBindBufferRange(GL_UNIFORM_BUFFER, i->binding, block->get_buffer()->get_id(), block->get_offset(), block->get_data_size());
279 static_cast<const DefaultUniformBlock *>(i->block)->apply();
282 glBindBufferBase(GL_UNIFORM_BUFFER, i->binding, 0);
290 if(depth_test && depth_test->enabled)
292 glEnable(GL_DEPTH_TEST);
293 glDepthFunc(get_gl_predicate(depth_test->compare));
296 glDisable(GL_DEPTH_TEST);
298 glDepthMask(!depth_test || depth_test->write);
301 if(mask&STENCIL_TEST)
303 if(stencil_test && stencil_test->enabled)
305 glEnable(GL_STENCIL_TEST);
306 glStencilFunc(get_gl_predicate(stencil_test->compare), stencil_test->reference, 0xFFFFFFFF);
307 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));
310 glDisable(GL_STENCIL_TEST);
315 if(blend && blend->enabled)
318 glBlendEquation(get_gl_blend_equation(blend->equation));
319 glBlendFunc(get_gl_blend_factor(blend->src_factor), get_gl_blend_factor(blend->dst_factor));
320 glBlendColor(blend->constant.r, blend->constant.g, blend->constant.b, blend->constant.a);
330 void PipelineState::clear()
335 glBindVertexArray(0);
337 unsigned max_clip_planes = Limits::get_global().max_clip_planes;
338 for(unsigned i=0; i<max_clip_planes; ++i)
339 if((last_applied->enabled_clip_planes>>i)&1)
340 glDisable(GL_CLIP_PLANE0+i);
342 for(vector<BoundTexture>::const_iterator i=last_applied->textures.begin(); i!=last_applied->textures.end(); ++i)
343 if(i->texture && i->sampler)
345 if(ARB_direct_state_access)
346 glBindTextureUnit(i->binding, 0);
349 glActiveTexture(GL_TEXTURE0+i->binding);
350 glBindTexture(bound_tex_targets[i->binding], 0);
351 bound_tex_targets[i->binding] = 0;
355 for(vector<BoundUniformBlock>::const_iterator i=last_applied->uniform_blocks.begin(); i!=last_applied->uniform_blocks.end(); ++i)
357 glBindBufferBase(GL_UNIFORM_BUFFER, i->binding, 0);
359 glDisable(GL_DEPTH_TEST);
361 glDisable(GL_STENCIL_TEST);
369 PipelineState::BoundTexture::BoundTexture(unsigned b):
377 PipelineState::BoundUniformBlock::BoundUniformBlock(int b):