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