#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"
call.func(call.location, call.size, data+call.location*16);
}
}
- else if(r.type==PipelineState::TEXTURE)
+ else if(r.type==PipelineState::SAMPLED_TEXTURE)
{
if(ARB_direct_state_access)
glBindTextureUnit(r.binding, r.texture->id);
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);
+
+ dev_state.bound_storage_textures[r.binding] = 1;
+ }
}
r.changed = false;
}
}
+ 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_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])
{