BizHawk/ppsspp/native/gfx_es2/gl_state.h

215 lines
5.0 KiB
C++

#pragma once
#include <functional>
#include <string.h>
#include "gfx/gl_common.h"
// OpenGL state cache. Should convert all code to use this instead of directly calling glEnable etc,
// as GL state changes can be expensive on some hardware.
class OpenGLState
{
private:
template<GLenum cap, bool init>
class BoolState {
bool _value;
public:
BoolState() : _value(init) {
OpenGLState::state_count++;
}
inline void set(bool value) {
if(value && value != _value) {
_value = value;
glEnable(cap);
}
if(!value && value != _value) {
_value = value;
glDisable(cap);
}
}
inline void enable() {
set(true);
}
inline void disable() {
set(false);
}
operator bool() const {
return isset();
}
inline bool isset() {
return _value;
}
void restore() {
if(_value)
glEnable(cap);
else
glDisable(cap);
}
};
#define STATE1(func, p1type, p1def) \
class SavedState1_##func { \
p1type p1; \
public: \
SavedState1_##func() : p1(p1def) { \
OpenGLState::state_count++; \
}; \
void set(p1type newp1) { \
if(newp1 != p1) { \
p1 = newp1; \
func(p1); \
} \
} \
void restore() { \
func(p1); \
} \
}
#define STATE2(func, p1type, p2type, p1def, p2def) \
class SavedState2_##func { \
p1type p1; \
p2type p2; \
public: \
SavedState2_##func() : p1(p1def), p2(p2def) { \
OpenGLState::state_count++; \
}; \
inline void set(p1type newp1, p2type newp2) { \
if(newp1 != p1 || newp2 != p2) { \
p1 = newp1; \
p2 = newp2; \
func(p1, p2); \
} \
} \
inline void restore() { \
func(p1, p2); \
} \
}
#define STATE3(func, p1type, p2type, p3type, p1def, p2def, p3def) \
class SavedState3_##func { \
p1type p1; \
p2type p2; \
p3type p3; \
public: \
SavedState3_##func() : p1(p1def), p2(p2def), p3(p3def) { \
OpenGLState::state_count++; \
}; \
inline void set(p1type newp1, p2type newp2, p3type newp3) { \
if(newp1 != p1 || newp2 != p2 || newp3 != p3) { \
p1 = newp1; \
p2 = newp2; \
p3 = newp3; \
func(p1, p2, p3); \
} \
} \
inline void restore() { \
func(p1, p2, p3); \
} \
}
#define STATE4(func, p1type, p2type, p3type, p4type, p1def, p2def, p3def, p4def) \
class SavedState4_##func { \
p1type p1; \
p2type p2; \
p3type p3; \
p4type p4; \
public: \
SavedState4_##func() : p1(p1def), p2(p2def), p3(p3def), p4(p4def) { \
OpenGLState::state_count++; \
}; \
inline void set(p1type newp1, p2type newp2, p3type newp3, p4type newp4) { \
if(newp1 != p1 || newp2 != p2 || newp3 != p3 || newp4 != p4) { \
p1 = newp1; \
p2 = newp2; \
p3 = newp3; \
p4 = newp4; \
func(p1, p2, p3, p4); \
} \
} \
inline void restore() { \
func(p1, p2, p3, p4); \
} \
}
#define STATEFLOAT4(func, def) \
class SavedState4_##func { \
float p[4]; \
public: \
SavedState4_##func() { \
for (int i = 0; i < 4; i++) {p[i] = def;} \
OpenGLState::state_count++; \
}; \
inline void set(const float v[4]) { \
if(memcmp(p,v,sizeof(float)*4)) { \
memcpy(p,v,sizeof(float)*4); \
func(p[0], p[1], p[2], p[3]); \
} \
} \
inline void restore() { \
func(p[0], p[1], p[2], p[3]); \
} \
}
bool initialized;
public:
static int state_count;
OpenGLState() : initialized(false) {}
void Initialize();
void Restore();
// When adding a state here, don't forget to add it to OpenGLState::Restore() too
BoolState<GL_BLEND, false> blend;
STATE2(glBlendFunc, GLenum, GLenum, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) blendFunc;
STATE1(glBlendEquation, GLenum, GL_FUNC_ADD) blendEquation;
STATEFLOAT4(glBlendColor, 1.0f) blendColor;
BoolState<GL_SCISSOR_TEST, false> scissorTest;
BoolState<GL_CULL_FACE, false> cullFace;
BoolState<GL_DITHER, false> dither;
STATE1(glCullFace, GLenum, GL_FRONT) cullFaceMode;
STATE1(glFrontFace, GLenum, GL_CCW) frontFace;
BoolState<GL_DEPTH_TEST, false> depthTest;
#if defined(USING_GLES2)
STATE2(glDepthRangef, float, float, 0.f, 1.f) depthRange;
#else
STATE2(glDepthRange, double, double, 0.0, 1.0) depthRange;
#endif
STATE1(glDepthFunc, GLenum, GL_LESS) depthFunc;
STATE1(glDepthMask, GLboolean, GL_TRUE) depthWrite;
STATE4(glColorMask, bool, bool, bool, bool, true, true, true, true) colorMask;
STATE4(glViewport, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) viewport;
STATE4(glScissor, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) scissorRect;
BoolState<GL_STENCIL_TEST, false> stencilTest;
STATE3(glStencilOp, GLenum, GLenum, GLenum, GL_KEEP, GL_KEEP, GL_KEEP) stencilOp;
STATE3(glStencilFunc, GLenum, GLint, GLuint, GL_ALWAYS, 0, 0xFF) stencilFunc;
// Only works on Win32, all other platforms are "force-vsync"
void SetVSyncInterval(int interval); // one of the above VSYNC, or a higher number for multi-frame waits (could be useful for 30hz games)
};
#undef STATE1
#undef STATE2
extern OpenGLState glstate;
struct GLExtensions {
bool OES_depth24;
bool OES_packed_depth_stencil;
bool OES_depth_texture;
bool EXT_discard_framebuffer;
bool FBO_ARB;
bool FBO_EXT;
};
extern GLExtensions gl_extensions;
void CheckGLExtensions();