]> git.tdb.fi Git - libs/gl.git/blobdiff - source/backends/opengl/pipelinestate_backend.cpp
Move all OpenGL-specific code to a separate directory
[libs/gl.git] / source / backends / opengl / pipelinestate_backend.cpp
diff --git a/source/backends/opengl/pipelinestate_backend.cpp b/source/backends/opengl/pipelinestate_backend.cpp
new file mode 100644 (file)
index 0000000..738de3a
--- /dev/null
@@ -0,0 +1,282 @@
+#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/arb_sampler_objects.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/ext_framebuffer_object.h>
+#include <msp/gl/extensions/msp_primitive_restart.h>
+#include "blend.h"
+#include "buffer.h"
+#include "depthtest.h"
+#include "deviceinfo.h"
+#include "framebuffer.h"
+#include "gl.h"
+#include "pipelinestate.h"
+#include "pipelinestate_backend.h"
+#include "program.h"
+#include "rect.h"
+#include "sampler.h"
+#include "stenciltest.h"
+#include "texture.h"
+#include "uniformblock.h"
+#include "vertexsetup.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+const OpenGLPipelineState *OpenGLPipelineState::last_applied = 0;
+vector<int> OpenGLPipelineState::bound_tex_targets;
+vector<char> OpenGLPipelineState::bound_uniform_blocks;
+unsigned OpenGLPipelineState::restart_index = 0;
+
+OpenGLPipelineState::OpenGLPipelineState()
+{
+       if(bound_tex_targets.empty())
+               bound_tex_targets.resize(DeviceInfo::get_global().limits.max_texture_bindings);
+       if(bound_uniform_blocks.empty())
+               bound_uniform_blocks.resize(DeviceInfo::get_global().limits.max_uniform_bindings);
+}
+
+OpenGLPipelineState::~OpenGLPipelineState()
+{
+       if(this==last_applied)
+               last_applied = 0;
+}
+
+void OpenGLPipelineState::apply() const
+{
+       if(!last_applied)
+               OpenGLTexture::unbind_scratch();
+
+       apply(this==last_applied ? static_cast<const PipelineState *>(this)->changes : ~0U);
+}
+
+void OpenGLPipelineState::apply(unsigned mask) const
+{
+       const PipelineState *self = static_cast<const PipelineState *>(this);
+
+       if(mask&PipelineState::FRAMEBUFFER)
+       {
+               const Framebuffer *framebuffer = self->framebuffer;
+               glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->id : 0);
+               if(framebuffer)
+               {
+                       framebuffer->refresh();
+                       framebuffer->require_complete();
+               }
+       }
+
+       if(mask&(PipelineState::VIEWPORT|PipelineState::FRAMEBUFFER))
+       {
+               if(const Rect *viewport = self->viewport)
+                       glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
+               else if(const Framebuffer *framebuffer = self->framebuffer)
+                       glViewport(0, 0, framebuffer->get_width(), framebuffer->get_height());
+       }
+
+       if(mask&PipelineState::SCISSOR)
+       {
+               if(const Rect *scissor = self->scissor)
+               {
+                       glEnable(GL_SCISSOR_TEST);
+                       glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
+               }
+               else
+                       glDisable(GL_SCISSOR_TEST);
+       }
+
+       if(mask&PipelineState::SHPROG)
+               glUseProgram(self->shprog ? self->shprog->id : 0);
+
+       if(mask&PipelineState::VERTEX_SETUP)
+       {
+               const VertexSetup *vertex_setup = self->vertex_setup;
+               glBindVertexArray(vertex_setup ? vertex_setup->id : 0);
+               if(vertex_setup)
+               {
+                       static Require _req(MSP_primitive_restart);
+
+                       vertex_setup->refresh();
+                       unsigned ri = (vertex_setup->get_index_type()==UNSIGNED_INT ? 0xFFFFFFFF : 0xFFFF);
+                       if(ri!=restart_index)
+                       {
+                               if(!restart_index)
+                                       glEnable(GL_PRIMITIVE_RESTART);
+                               glPrimitiveRestartIndex(ri);
+                               restart_index = ri;
+                       }
+               }
+       }
+
+       if(mask&PipelineState::FACE_CULL)
+       {
+               glFrontFace(self->front_face==CLOCKWISE ? GL_CW : GL_CCW);
+
+               if(self->face_cull!=NO_CULL && self->front_face!=NON_MANIFOLD)
+               {
+                       glEnable(GL_CULL_FACE);
+                       glCullFace(self->face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
+               }
+               else
+                       glDisable(GL_CULL_FACE);
+       }
+
+       if(mask&PipelineState::CLIP_PLANES)
+       {
+               unsigned max_clip_planes = DeviceInfo::get_global().limits.max_clip_planes;
+               for(unsigned i=0; i<max_clip_planes; ++i)
+               {
+                       if((self->enabled_clip_planes>>i)&1)
+                               glEnable(GL_CLIP_PLANE0+i);
+                       else
+                               glDisable(GL_CLIP_PLANE0+i);
+               }
+       }
+
+       if(mask&PipelineState::TEXTURES)
+       {
+               for(const PipelineState::BoundTexture &t: self->textures)
+                       if(t.changed || mask==~0U)
+                       {
+                               if(t.texture && t.sampler)
+                               {
+                                       if(ARB_direct_state_access)
+                                               glBindTextureUnit(t.binding, t.texture->id);
+                                       else
+                                       {
+                                               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);
+                                       }
+
+                                       bound_tex_targets[t.binding] = t.texture->target;
+
+                                       glBindSampler(t.binding, t.sampler->id);
+                                       t.sampler->refresh();
+                               }
+
+                               t.changed = false;
+                       }
+       }
+
+       if(mask&PipelineState::UNIFORMS)
+       {
+               for(const PipelineState::BoundUniformBlock &u: self->uniform_blocks)
+                       if(u.changed || mask==~0U)
+                       {
+                               if(u.block)
+                               {
+                                       if(u.binding>=0)
+                                       {
+                                               glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
+                                               bound_uniform_blocks[u.binding] = 1;
+                                       }
+                                       else if(self->shprog)
+                                       {
+                                               const char *data = static_cast<const char *>(u.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::DEPTH_TEST)
+       {
+               const DepthTest *depth_test = self->depth_test;
+               if(depth_test && depth_test->enabled)
+               {
+                       glEnable(GL_DEPTH_TEST);
+                       glDepthFunc(get_gl_predicate(depth_test->compare));
+               }
+               else
+                       glDisable(GL_DEPTH_TEST);
+
+               glDepthMask(!depth_test || depth_test->write);
+       }
+
+       if(mask&PipelineState::STENCIL_TEST)
+       {
+               const StencilTest *stencil_test = self->stencil_test;
+               if(stencil_test && stencil_test->enabled)
+               {
+                       glEnable(GL_STENCIL_TEST);
+                       glStencilFunc(get_gl_predicate(stencil_test->compare), stencil_test->reference, 0xFFFFFFFF);
+                       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));
+               }
+               else
+                       glDisable(GL_STENCIL_TEST);
+       }
+
+       if(mask&PipelineState::BLEND)
+       {
+               const Blend *blend = self->blend;
+               if(blend && blend->enabled)
+               {
+                       glEnable(GL_BLEND);
+                       glBlendEquation(get_gl_blend_equation(blend->equation));
+                       glBlendFunc(get_gl_blend_factor(blend->src_factor), get_gl_blend_factor(blend->dst_factor));
+                       glBlendColor(blend->constant.r, blend->constant.g, blend->constant.b, blend->constant.a);
+                       ColorWriteMask cw = blend->write_mask;
+                       glColorMask((cw&WRITE_RED)!=0, (cw&WRITE_GREEN)!=0, (cw&WRITE_BLUE)!=0, (cw&WRITE_ALPHA)!=0);
+               }
+               else
+               {
+                       glDisable(GL_BLEND);
+                       glColorMask(true, true, true, true);
+               }
+       }
+
+       last_applied = this;
+       self->changes &= ~mask;
+}
+
+void OpenGLPipelineState::clear()
+{
+       if(last_applied)
+       {
+               glUseProgram(0);
+               glBindVertexArray(0);
+
+               unsigned max_clip_planes = DeviceInfo::get_global().limits.max_clip_planes;
+               unsigned enabled_clip_planes = static_cast<const PipelineState *>(last_applied)->enabled_clip_planes;
+               for(unsigned i=0; i<max_clip_planes; ++i)
+                       if((enabled_clip_planes>>i)&1)
+                               glDisable(GL_CLIP_PLANE0+i);
+
+               for(unsigned i=0; i<bound_tex_targets.size(); ++i)
+                       if(bound_tex_targets[i])
+                       {
+                               if(ARB_direct_state_access)
+                                       glBindTextureUnit(i, 0);
+                               else
+                               {
+                                       glActiveTexture(GL_TEXTURE0+i);
+                                       glBindTexture(bound_tex_targets[i], 0);
+                               }
+                               bound_tex_targets[i] = 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);
+               glDisable(GL_STENCIL_TEST);
+               glDisable(GL_BLEND);
+
+               last_applied = 0;
+       }
+}
+
+} // namespace GL
+} // namespace Msp