gl_state: Move dirty checks to individual apply calls instead of Apply
This requires removing constness from some methods, but for consistency it's removed in all methods.
This commit is contained in:
parent
3c6557c235
commit
ce20ed8e4e
@ -92,7 +92,7 @@ void OpenGLState::SetDefaultViewports() {
|
|||||||
depth_clamp.near_plane = false;
|
depth_clamp.near_plane = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyFramebufferState() const {
|
void OpenGLState::ApplyFramebufferState() {
|
||||||
if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
|
if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
|
||||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
||||||
}
|
}
|
||||||
@ -101,52 +101,52 @@ void OpenGLState::ApplyFramebufferState() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyVertexArrayState() const {
|
void OpenGLState::ApplyVertexArrayState() {
|
||||||
if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) {
|
if (UpdateValue(cur_state.draw.vertex_array, draw.vertex_array)) {
|
||||||
glBindVertexArray(draw.vertex_array);
|
glBindVertexArray(draw.vertex_array);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyShaderProgram() const {
|
void OpenGLState::ApplyShaderProgram() {
|
||||||
if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
|
if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
|
||||||
glUseProgram(draw.shader_program);
|
glUseProgram(draw.shader_program);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyProgramPipeline() const {
|
void OpenGLState::ApplyProgramPipeline() {
|
||||||
if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) {
|
if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) {
|
||||||
glBindProgramPipeline(draw.program_pipeline);
|
glBindProgramPipeline(draw.program_pipeline);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyClipDistances() const {
|
void OpenGLState::ApplyClipDistances() {
|
||||||
for (std::size_t i = 0; i < clip_distance.size(); ++i) {
|
for (std::size_t i = 0; i < clip_distance.size(); ++i) {
|
||||||
Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i],
|
Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i],
|
||||||
clip_distance[i]);
|
clip_distance[i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyPointSize() const {
|
void OpenGLState::ApplyPointSize() {
|
||||||
if (UpdateValue(cur_state.point.size, point.size)) {
|
if (UpdateValue(cur_state.point.size, point.size)) {
|
||||||
glPointSize(point.size);
|
glPointSize(point.size);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyFragmentColorClamp() const {
|
void OpenGLState::ApplyFragmentColorClamp() {
|
||||||
if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) {
|
if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) {
|
||||||
glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
|
glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
|
||||||
fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
|
fragment_color_clamp.enabled ? GL_TRUE : GL_FALSE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyMultisample() const {
|
void OpenGLState::ApplyMultisample() {
|
||||||
Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage,
|
Enable(GL_SAMPLE_ALPHA_TO_COVERAGE, cur_state.multisample_control.alpha_to_coverage,
|
||||||
multisample_control.alpha_to_coverage);
|
multisample_control.alpha_to_coverage);
|
||||||
Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one,
|
Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.multisample_control.alpha_to_one,
|
||||||
multisample_control.alpha_to_one);
|
multisample_control.alpha_to_one);
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyDepthClamp() const {
|
void OpenGLState::ApplyDepthClamp() {
|
||||||
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
|
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
|
||||||
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
|
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
|
||||||
return;
|
return;
|
||||||
@ -159,7 +159,7 @@ void OpenGLState::ApplyDepthClamp() const {
|
|||||||
Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane);
|
Enable(GL_DEPTH_CLAMP, depth_clamp.far_plane || depth_clamp.near_plane);
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplySRgb() const {
|
void OpenGLState::ApplySRgb() {
|
||||||
if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
|
if (cur_state.framebuffer_srgb.enabled == framebuffer_srgb.enabled)
|
||||||
return;
|
return;
|
||||||
cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
|
cur_state.framebuffer_srgb.enabled = framebuffer_srgb.enabled;
|
||||||
@ -170,7 +170,7 @@ void OpenGLState::ApplySRgb() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyCulling() const {
|
void OpenGLState::ApplyCulling() {
|
||||||
Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled);
|
Enable(GL_CULL_FACE, cur_state.cull.enabled, cull.enabled);
|
||||||
|
|
||||||
if (UpdateValue(cur_state.cull.mode, cull.mode)) {
|
if (UpdateValue(cur_state.cull.mode, cull.mode)) {
|
||||||
@ -182,7 +182,12 @@ void OpenGLState::ApplyCulling() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyColorMask() const {
|
void OpenGLState::ApplyColorMask() {
|
||||||
|
if (!dirty.color_mask) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
dirty.color_mask = false;
|
||||||
|
|
||||||
for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
|
for (std::size_t i = 0; i < Maxwell::NumRenderTargets; ++i) {
|
||||||
const auto& updated = color_mask[i];
|
const auto& updated = color_mask[i];
|
||||||
auto& current = cur_state.color_mask[i];
|
auto& current = cur_state.color_mask[i];
|
||||||
@ -197,7 +202,7 @@ void OpenGLState::ApplyColorMask() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyDepth() const {
|
void OpenGLState::ApplyDepth() {
|
||||||
Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled);
|
Enable(GL_DEPTH_TEST, cur_state.depth.test_enabled, depth.test_enabled);
|
||||||
|
|
||||||
if (cur_state.depth.test_func != depth.test_func) {
|
if (cur_state.depth.test_func != depth.test_func) {
|
||||||
@ -211,7 +216,7 @@ void OpenGLState::ApplyDepth() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyPrimitiveRestart() const {
|
void OpenGLState::ApplyPrimitiveRestart() {
|
||||||
Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled);
|
Enable(GL_PRIMITIVE_RESTART, cur_state.primitive_restart.enabled, primitive_restart.enabled);
|
||||||
|
|
||||||
if (cur_state.primitive_restart.index != primitive_restart.index) {
|
if (cur_state.primitive_restart.index != primitive_restart.index) {
|
||||||
@ -220,7 +225,12 @@ void OpenGLState::ApplyPrimitiveRestart() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyStencilTest() const {
|
void OpenGLState::ApplyStencilTest() {
|
||||||
|
if (!dirty.stencil_state) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
dirty.stencil_state = false;
|
||||||
|
|
||||||
Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
|
Enable(GL_STENCIL_TEST, cur_state.stencil.test_enabled, stencil.test_enabled);
|
||||||
|
|
||||||
const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
|
const auto ConfigStencil = [](GLenum face, const auto& config, auto& current) {
|
||||||
@ -249,7 +259,7 @@ void OpenGLState::ApplyStencilTest() const {
|
|||||||
ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
|
ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyViewport() const {
|
void OpenGLState::ApplyViewport() {
|
||||||
for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) {
|
for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) {
|
||||||
const auto& updated = viewports[i];
|
const auto& updated = viewports[i];
|
||||||
auto& current = cur_state.viewports[i];
|
auto& current = cur_state.viewports[i];
|
||||||
@ -286,7 +296,7 @@ void OpenGLState::ApplyViewport() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyGlobalBlending() const {
|
void OpenGLState::ApplyGlobalBlending() {
|
||||||
const Blend& updated = blend[0];
|
const Blend& updated = blend[0];
|
||||||
Blend& current = cur_state.blend[0];
|
Blend& current = cur_state.blend[0];
|
||||||
|
|
||||||
@ -310,7 +320,7 @@ void OpenGLState::ApplyGlobalBlending() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
|
void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) {
|
||||||
const Blend& updated = blend[target];
|
const Blend& updated = blend[target];
|
||||||
Blend& current = cur_state.blend[target];
|
Blend& current = cur_state.blend[target];
|
||||||
|
|
||||||
@ -334,7 +344,12 @@ void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyBlending() const {
|
void OpenGLState::ApplyBlending() {
|
||||||
|
if (!dirty.blend_state) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
dirty.blend_state = false;
|
||||||
|
|
||||||
if (independant_blend.enabled) {
|
if (independant_blend.enabled) {
|
||||||
const bool force = independant_blend.enabled != cur_state.independant_blend.enabled;
|
const bool force = independant_blend.enabled != cur_state.independant_blend.enabled;
|
||||||
for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) {
|
for (std::size_t target = 0; target < Maxwell::NumRenderTargets; ++target) {
|
||||||
@ -353,7 +368,7 @@ void OpenGLState::ApplyBlending() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyLogicOp() const {
|
void OpenGLState::ApplyLogicOp() {
|
||||||
Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled);
|
Enable(GL_COLOR_LOGIC_OP, cur_state.logic_op.enabled, logic_op.enabled);
|
||||||
|
|
||||||
if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) {
|
if (UpdateValue(cur_state.logic_op.operation, logic_op.operation)) {
|
||||||
@ -361,7 +376,12 @@ void OpenGLState::ApplyLogicOp() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyPolygonOffset() const {
|
void OpenGLState::ApplyPolygonOffset() {
|
||||||
|
if (!dirty.polygon_offset) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
dirty.polygon_offset = false;
|
||||||
|
|
||||||
Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable,
|
Enable(GL_POLYGON_OFFSET_FILL, cur_state.polygon_offset.fill_enable,
|
||||||
polygon_offset.fill_enable);
|
polygon_offset.fill_enable);
|
||||||
Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable,
|
Enable(GL_POLYGON_OFFSET_LINE, cur_state.polygon_offset.line_enable,
|
||||||
@ -382,7 +402,7 @@ void OpenGLState::ApplyPolygonOffset() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyAlphaTest() const {
|
void OpenGLState::ApplyAlphaTest() {
|
||||||
Enable(GL_ALPHA_TEST, cur_state.alpha_test.enabled, alpha_test.enabled);
|
Enable(GL_ALPHA_TEST, cur_state.alpha_test.enabled, alpha_test.enabled);
|
||||||
if (UpdateTie(std::tie(cur_state.alpha_test.func, cur_state.alpha_test.ref),
|
if (UpdateTie(std::tie(cur_state.alpha_test.func, cur_state.alpha_test.ref),
|
||||||
std::tie(alpha_test.func, alpha_test.ref))) {
|
std::tie(alpha_test.func, alpha_test.ref))) {
|
||||||
@ -390,19 +410,19 @@ void OpenGLState::ApplyAlphaTest() const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyTextures() const {
|
void OpenGLState::ApplyTextures() {
|
||||||
if (const auto update = UpdateArray(cur_state.textures, textures)) {
|
if (const auto update = UpdateArray(cur_state.textures, textures)) {
|
||||||
glBindTextures(update->first, update->second, textures.data() + update->first);
|
glBindTextures(update->first, update->second, textures.data() + update->first);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplySamplers() const {
|
void OpenGLState::ApplySamplers() {
|
||||||
if (const auto update = UpdateArray(cur_state.samplers, samplers)) {
|
if (const auto update = UpdateArray(cur_state.samplers, samplers)) {
|
||||||
glBindSamplers(update->first, update->second, samplers.data() + update->first);
|
glBindSamplers(update->first, update->second, samplers.data() + update->first);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OpenGLState::ApplyImages() const {
|
void OpenGLState::ApplyImages() {
|
||||||
if (const auto update = UpdateArray(cur_state.images, images)) {
|
if (const auto update = UpdateArray(cur_state.images, images)) {
|
||||||
glBindImageTextures(update->first, update->second, images.data() + update->first);
|
glBindImageTextures(update->first, update->second, images.data() + update->first);
|
||||||
}
|
}
|
||||||
@ -418,32 +438,20 @@ void OpenGLState::Apply() {
|
|||||||
ApplyPointSize();
|
ApplyPointSize();
|
||||||
ApplyFragmentColorClamp();
|
ApplyFragmentColorClamp();
|
||||||
ApplyMultisample();
|
ApplyMultisample();
|
||||||
if (dirty.color_mask) {
|
ApplyColorMask();
|
||||||
ApplyColorMask();
|
|
||||||
dirty.color_mask = false;
|
|
||||||
}
|
|
||||||
ApplyDepthClamp();
|
ApplyDepthClamp();
|
||||||
ApplyViewport();
|
ApplyViewport();
|
||||||
if (dirty.stencil_state) {
|
ApplyStencilTest();
|
||||||
ApplyStencilTest();
|
|
||||||
dirty.stencil_state = false;
|
|
||||||
}
|
|
||||||
ApplySRgb();
|
ApplySRgb();
|
||||||
ApplyCulling();
|
ApplyCulling();
|
||||||
ApplyDepth();
|
ApplyDepth();
|
||||||
ApplyPrimitiveRestart();
|
ApplyPrimitiveRestart();
|
||||||
if (dirty.blend_state) {
|
ApplyBlending();
|
||||||
ApplyBlending();
|
|
||||||
dirty.blend_state = false;
|
|
||||||
}
|
|
||||||
ApplyLogicOp();
|
ApplyLogicOp();
|
||||||
ApplyTextures();
|
ApplyTextures();
|
||||||
ApplySamplers();
|
ApplySamplers();
|
||||||
ApplyImages();
|
ApplyImages();
|
||||||
if (dirty.polygon_offset) {
|
ApplyPolygonOffset();
|
||||||
ApplyPolygonOffset();
|
|
||||||
dirty.polygon_offset = false;
|
|
||||||
}
|
|
||||||
ApplyAlphaTest();
|
ApplyAlphaTest();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -157,31 +157,31 @@ public:
|
|||||||
/// Apply this state as the current OpenGL state
|
/// Apply this state as the current OpenGL state
|
||||||
void Apply();
|
void Apply();
|
||||||
|
|
||||||
void ApplyFramebufferState() const;
|
void ApplyFramebufferState();
|
||||||
void ApplyVertexArrayState() const;
|
void ApplyVertexArrayState();
|
||||||
void ApplyShaderProgram() const;
|
void ApplyShaderProgram();
|
||||||
void ApplyProgramPipeline() const;
|
void ApplyProgramPipeline();
|
||||||
void ApplyClipDistances() const;
|
void ApplyClipDistances();
|
||||||
void ApplyPointSize() const;
|
void ApplyPointSize();
|
||||||
void ApplyFragmentColorClamp() const;
|
void ApplyFragmentColorClamp();
|
||||||
void ApplyMultisample() const;
|
void ApplyMultisample();
|
||||||
void ApplySRgb() const;
|
void ApplySRgb();
|
||||||
void ApplyCulling() const;
|
void ApplyCulling();
|
||||||
void ApplyColorMask() const;
|
void ApplyColorMask();
|
||||||
void ApplyDepth() const;
|
void ApplyDepth();
|
||||||
void ApplyPrimitiveRestart() const;
|
void ApplyPrimitiveRestart();
|
||||||
void ApplyStencilTest() const;
|
void ApplyStencilTest();
|
||||||
void ApplyViewport() const;
|
void ApplyViewport();
|
||||||
void ApplyTargetBlending(std::size_t target, bool force) const;
|
void ApplyTargetBlending(std::size_t target, bool force);
|
||||||
void ApplyGlobalBlending() const;
|
void ApplyGlobalBlending();
|
||||||
void ApplyBlending() const;
|
void ApplyBlending();
|
||||||
void ApplyLogicOp() const;
|
void ApplyLogicOp();
|
||||||
void ApplyTextures() const;
|
void ApplyTextures();
|
||||||
void ApplySamplers() const;
|
void ApplySamplers();
|
||||||
void ApplyImages() const;
|
void ApplyImages();
|
||||||
void ApplyDepthClamp() const;
|
void ApplyDepthClamp();
|
||||||
void ApplyPolygonOffset() const;
|
void ApplyPolygonOffset();
|
||||||
void ApplyAlphaTest() const;
|
void ApplyAlphaTest();
|
||||||
|
|
||||||
/// Resets any references to the given resource
|
/// Resets any references to the given resource
|
||||||
OpenGLState& UnbindTexture(GLuint handle);
|
OpenGLState& UnbindTexture(GLuint handle);
|
||||||
|
Loading…
Reference in New Issue
Block a user