--- /dev/null
+#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