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.
merge-requests/60/head
ReinUsesLisp 2019-10-29 21:24:34 +07:00
parent 3c6557c235
commit ce20ed8e4e
No known key found for this signature in database
GPG Key ID: 2DFC508897B39CFE
2 changed files with 74 additions and 66 deletions

@ -92,7 +92,7 @@ void OpenGLState::SetDefaultViewports() {
depth_clamp.near_plane = false;
}
void OpenGLState::ApplyFramebufferState() const {
void OpenGLState::ApplyFramebufferState() {
if (UpdateValue(cur_state.draw.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)) {
glBindVertexArray(draw.vertex_array);
}
}
void OpenGLState::ApplyShaderProgram() const {
void OpenGLState::ApplyShaderProgram() {
if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
glUseProgram(draw.shader_program);
}
}
void OpenGLState::ApplyProgramPipeline() const {
void OpenGLState::ApplyProgramPipeline() {
if (UpdateValue(cur_state.draw.program_pipeline, 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) {
Enable(GL_CLIP_DISTANCE0 + static_cast<GLenum>(i), cur_state.clip_distance[i],
clip_distance[i]);
}
}
void OpenGLState::ApplyPointSize() const {
void OpenGLState::ApplyPointSize() {
if (UpdateValue(cur_state.point.size, point.size)) {
glPointSize(point.size);
}
}
void OpenGLState::ApplyFragmentColorClamp() const {
void OpenGLState::ApplyFragmentColorClamp() {
if (UpdateValue(cur_state.fragment_color_clamp.enabled, fragment_color_clamp.enabled)) {
glClampColor(GL_CLAMP_FRAGMENT_COLOR_ARB,
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,
multisample_control.alpha_to_coverage);
Enable(GL_SAMPLE_ALPHA_TO_ONE, cur_state.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 &&
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
return;
@ -159,7 +159,7 @@ void OpenGLState::ApplyDepthClamp() const {
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)
return;
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);
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) {
const auto& updated = 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);
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);
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);
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);
}
void OpenGLState::ApplyViewport() const {
void OpenGLState::ApplyViewport() {
for (GLuint i = 0; i < static_cast<GLuint>(Maxwell::NumViewports); ++i) {
const auto& updated = 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];
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];
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) {
const bool force = independant_blend.enabled != cur_state.independant_blend.enabled;
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);
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,
polygon_offset.fill_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);
if (UpdateTie(std::tie(cur_state.alpha_test.func, cur_state.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)) {
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)) {
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)) {
glBindImageTextures(update->first, update->second, images.data() + update->first);
}
@ -418,32 +438,20 @@ void OpenGLState::Apply() {
ApplyPointSize();
ApplyFragmentColorClamp();
ApplyMultisample();
if (dirty.color_mask) {
ApplyColorMask();
dirty.color_mask = false;
}
ApplyColorMask();
ApplyDepthClamp();
ApplyViewport();
if (dirty.stencil_state) {
ApplyStencilTest();
dirty.stencil_state = false;
}
ApplyStencilTest();
ApplySRgb();
ApplyCulling();
ApplyDepth();
ApplyPrimitiveRestart();
if (dirty.blend_state) {
ApplyBlending();
dirty.blend_state = false;
}
ApplyBlending();
ApplyLogicOp();
ApplyTextures();
ApplySamplers();
ApplyImages();
if (dirty.polygon_offset) {
ApplyPolygonOffset();
dirty.polygon_offset = false;
}
ApplyPolygonOffset();
ApplyAlphaTest();
}

@ -157,31 +157,31 @@ public:
/// Apply this state as the current OpenGL state
void Apply();
void ApplyFramebufferState() const;
void ApplyVertexArrayState() const;
void ApplyShaderProgram() const;
void ApplyProgramPipeline() const;
void ApplyClipDistances() const;
void ApplyPointSize() const;
void ApplyFragmentColorClamp() const;
void ApplyMultisample() const;
void ApplySRgb() const;
void ApplyCulling() const;
void ApplyColorMask() const;
void ApplyDepth() const;
void ApplyPrimitiveRestart() const;
void ApplyStencilTest() const;
void ApplyViewport() const;
void ApplyTargetBlending(std::size_t target, bool force) const;
void ApplyGlobalBlending() const;
void ApplyBlending() const;
void ApplyLogicOp() const;
void ApplyTextures() const;
void ApplySamplers() const;
void ApplyImages() const;
void ApplyDepthClamp() const;
void ApplyPolygonOffset() const;
void ApplyAlphaTest() const;
void ApplyFramebufferState();
void ApplyVertexArrayState();
void ApplyShaderProgram();
void ApplyProgramPipeline();
void ApplyClipDistances();
void ApplyPointSize();
void ApplyFragmentColorClamp();
void ApplyMultisample();
void ApplySRgb();
void ApplyCulling();
void ApplyColorMask();
void ApplyDepth();
void ApplyPrimitiveRestart();
void ApplyStencilTest();
void ApplyViewport();
void ApplyTargetBlending(std::size_t target, bool force);
void ApplyGlobalBlending();
void ApplyBlending();
void ApplyLogicOp();
void ApplyTextures();
void ApplySamplers();
void ApplyImages();
void ApplyDepthClamp();
void ApplyPolygonOffset();
void ApplyAlphaTest();
/// Resets any references to the given resource
OpenGLState& UnbindTexture(GLuint handle);