]> git.tdb.fi Git - libs/gl.git/blobdiff - source/core/pipelinestate.cpp
Simplify pipeline state management
[libs/gl.git] / source / core / pipelinestate.cpp
index 0d91f759e055bb9d5a7febf80445899f2db59ff0..f855eed61e012c35d86775c32e5a8f1c6ce51a16 100644 (file)
@@ -26,6 +26,7 @@ namespace GL {
 
 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():
@@ -42,8 +43,10 @@ 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()
@@ -242,35 +245,6 @@ void PipelineState::apply(unsigned mask) const
 
        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())
-                       {
-                               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)
                        {
@@ -284,23 +258,13 @@ void PipelineState::apply(unsigned mask) const
                                                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();
                                        }
 
+                                       bound_tex_targets[i->binding] = i->texture->get_target();
+
                                        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;
-                                       }
-                               }
 
                                i->changed = false;
                        }
@@ -308,26 +272,6 @@ void PipelineState::apply(unsigned mask) const
 
        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)
                        {
@@ -340,9 +284,9 @@ void PipelineState::apply(unsigned mask) const
                                        }
                                        else
                                                static_cast<const DefaultUniformBlock *>(i->block)->apply();
+
+                                       bound_uniform_blocks[i->binding] = 1;
                                }
-                               else
-                                       glBindBufferBase(GL_UNIFORM_BUFFER, i->binding, 0);
 
                                i->changed = false;
                        }
@@ -402,22 +346,25 @@ void PipelineState::clear()
                        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);