#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>
+#include <msp/gl/extensions/arb_tessellation_shader.h>
#include <msp/gl/extensions/ext_framebuffer_object.h>
#include <msp/gl/extensions/msp_primitive_restart.h>
#include "blend.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::SCISSOR|PipelineState::FRAMEBUFFER))
+ if(changes&(PipelineState::VIEWPORT|PipelineState::SCISSOR|PipelineState::FRAMEBUFFER))
if(const Framebuffer *framebuffer = self.framebuffer)
{
Rect fb_rect = framebuffer->get_rect();
- if(mask&(PipelineState::VIEWPORT|PipelineState::FRAMEBUFFER))
+ if(changes&(PipelineState::VIEWPORT|PipelineState::FRAMEBUFFER))
{
Rect viewport = fb_rect.intersect(self.viewport);
glViewport(viewport.left, viewport.bottom, viewport.width, viewport.height);
}
- if(mask&(PipelineState::SCISSOR|PipelineState::FRAMEBUFFER))
+ if(changes&(PipelineState::SCISSOR|PipelineState::FRAMEBUFFER))
{
Rect scissor = fb_rect.intersect(self.scissor);
if(scissor!=fb_rect)
}
}
- 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.used)
+ if(r.type==PipelineState::UNIFORM_BLOCK)
{
- if(u.binding>=0)
+ if(r.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;
+ 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.used)
+ 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::PATCH_SIZE)
+ if(self.patch_size)
+ {
+ static Require _req(ARB_tessellation_shader);
+ glPatchParameteri(GL_PATCH_VERTICES, self.patch_size);
+ }
+
+ 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.enabled)
glDepthMask(depth_test.write);
}
- if(mask&PipelineState::STENCIL_TEST)
+ if(changes&PipelineState::STENCIL_TEST)
{
const StencilTest &stencil_test = self.stencil_test;
if(stencil_test.enabled)
glDisable(GL_STENCIL_TEST);
}
- if(mask&PipelineState::BLEND)
+ if(changes&PipelineState::BLEND)
{
const Blend &blend = self.blend;
if(blend.enabled)
glDisable(GL_BLEND);
glColorMask(true, true, true, true);
}
+
+ if(blend.alpha_to_coverage && self.framebuffer && self.framebuffer->get_format().get_samples()>1)
+ glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ else
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
+#ifdef DEBUG
+ if(changes&(PipelineState::SHPROG|PipelineState::RESOURCES))
+ self.check_bound_resources();
+#endif
+
applied_to = &device;
dev_state.last_pipeline = this;
changes = 0;
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])
{