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gl_state: Synchronize gl_state even when state is disabled
There are some potential edge cases where gl_state may fail to track the state if a related state changes while the toggle is disabled or it didn't change. This addresses that.
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@ -11,7 +11,9 @@
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namespace OpenGL {
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OpenGLState OpenGLState::cur_state;
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bool OpenGLState::s_rgb_used;
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OpenGLState::OpenGLState() {
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// These all match default OpenGL values
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geometry_shaders.enabled = false;
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@ -112,7 +114,6 @@ void OpenGLState::ApplyDefaultState() {
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}
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void OpenGLState::ApplySRgb() const {
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// sRGB
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if (framebuffer_srgb.enabled != cur_state.framebuffer_srgb.enabled) {
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if (framebuffer_srgb.enabled) {
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// Track if sRGB is used
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@ -125,24 +126,21 @@ void OpenGLState::ApplySRgb() const {
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}
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void OpenGLState::ApplyCulling() const {
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// Culling
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const bool cull_changed = cull.enabled != cur_state.cull.enabled;
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if (cull_changed) {
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if (cull.enabled != cur_state.cull.enabled) {
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if (cull.enabled) {
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glEnable(GL_CULL_FACE);
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} else {
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glDisable(GL_CULL_FACE);
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}
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}
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if (cull.enabled) {
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if (cull_changed || cull.mode != cur_state.cull.mode) {
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if (cull.mode != cur_state.cull.mode) {
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glCullFace(cull.mode);
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}
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if (cull_changed || cull.front_face != cur_state.cull.front_face) {
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if (cull.front_face != cur_state.cull.front_face) {
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glFrontFace(cull.front_face);
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}
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}
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}
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void OpenGLState::ApplyColorMask() const {
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@ -172,60 +170,52 @@ void OpenGLState::ApplyColorMask() const {
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}
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void OpenGLState::ApplyDepth() const {
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// Depth test
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const bool depth_test_changed = depth.test_enabled != cur_state.depth.test_enabled;
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if (depth_test_changed) {
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if (depth.test_enabled != cur_state.depth.test_enabled) {
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if (depth.test_enabled) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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}
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if (depth.test_enabled &&
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(depth_test_changed || depth.test_func != cur_state.depth.test_func)) {
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if (depth.test_func != cur_state.depth.test_func) {
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glDepthFunc(depth.test_func);
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}
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// Depth mask
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if (depth.write_mask != cur_state.depth.write_mask) {
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glDepthMask(depth.write_mask);
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}
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}
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void OpenGLState::ApplyPrimitiveRestart() const {
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const bool primitive_restart_changed =
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primitive_restart.enabled != cur_state.primitive_restart.enabled;
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if (primitive_restart_changed) {
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if (primitive_restart.enabled != cur_state.primitive_restart.enabled) {
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if (primitive_restart.enabled) {
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glEnable(GL_PRIMITIVE_RESTART);
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} else {
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glDisable(GL_PRIMITIVE_RESTART);
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}
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}
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if (primitive_restart_changed ||
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(primitive_restart.enabled &&
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primitive_restart.index != cur_state.primitive_restart.index)) {
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if (primitive_restart.index != cur_state.primitive_restart.index) {
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glPrimitiveRestartIndex(primitive_restart.index);
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}
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}
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void OpenGLState::ApplyStencilTest() const {
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const bool stencil_test_changed = stencil.test_enabled != cur_state.stencil.test_enabled;
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if (stencil_test_changed) {
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if (stencil.test_enabled != cur_state.stencil.test_enabled) {
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if (stencil.test_enabled) {
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glEnable(GL_STENCIL_TEST);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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if (stencil.test_enabled) {
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auto config_stencil = [stencil_test_changed](GLenum face, const auto& config,
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const auto& prev_config) {
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if (stencil_test_changed || config.test_func != prev_config.test_func ||
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config.test_ref != prev_config.test_ref ||
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const auto ConfigStencil = [](GLenum face, const auto& config, const auto& prev_config) {
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if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
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config.test_mask != prev_config.test_mask) {
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glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
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}
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if (stencil_test_changed || config.action_depth_fail != prev_config.action_depth_fail ||
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if (config.action_depth_fail != prev_config.action_depth_fail ||
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config.action_depth_pass != prev_config.action_depth_pass ||
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config.action_stencil_fail != prev_config.action_stencil_fail) {
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glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
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@ -235,9 +225,8 @@ void OpenGLState::ApplyStencilTest() const {
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glStencilMaskSeparate(face, config.write_mask);
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}
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};
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config_stencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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config_stencil(GL_BACK, stencil.back, cur_state.stencil.back);
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}
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ConfigStencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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ConfigStencil(GL_BACK, stencil.back, cur_state.stencil.back);
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}
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// Viewport does not affects glClearBuffer so emulate viewport using scissor test
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void OpenGLState::EmulateViewportWithScissor() {
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@ -278,19 +267,18 @@ void OpenGLState::ApplyViewport() const {
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updated.depth_range_far != current.depth_range_far) {
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glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
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}
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const bool scissor_changed = updated.scissor.enabled != current.scissor.enabled;
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if (scissor_changed) {
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if (updated.scissor.enabled != current.scissor.enabled) {
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if (updated.scissor.enabled) {
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glEnablei(GL_SCISSOR_TEST, i);
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} else {
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glDisablei(GL_SCISSOR_TEST, i);
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}
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}
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if (updated.scissor.enabled &&
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(scissor_changed || updated.scissor.x != current.scissor.x ||
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updated.scissor.y != current.scissor.y ||
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if (updated.scissor.x != current.scissor.x || updated.scissor.y != current.scissor.y ||
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updated.scissor.width != current.scissor.width ||
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updated.scissor.height != current.scissor.height)) {
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updated.scissor.height != current.scissor.height) {
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glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width,
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updated.scissor.height);
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}
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@ -302,22 +290,23 @@ void OpenGLState::ApplyViewport() const {
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updated.height != current.height) {
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glViewport(updated.x, updated.y, updated.width, updated.height);
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}
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if (updated.depth_range_near != current.depth_range_near ||
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updated.depth_range_far != current.depth_range_far) {
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glDepthRange(updated.depth_range_near, updated.depth_range_far);
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}
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const bool scissor_changed = updated.scissor.enabled != current.scissor.enabled;
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if (scissor_changed) {
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if (updated.scissor.enabled != current.scissor.enabled) {
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if (updated.scissor.enabled) {
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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if (updated.scissor.enabled && (scissor_changed || updated.scissor.x != current.scissor.x ||
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updated.scissor.y != current.scissor.y ||
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if (updated.scissor.x != current.scissor.x || updated.scissor.y != current.scissor.y ||
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updated.scissor.width != current.scissor.width ||
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updated.scissor.height != current.scissor.height)) {
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updated.scissor.height != current.scissor.height) {
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glScissor(updated.scissor.x, updated.scissor.y, updated.scissor.width,
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updated.scissor.height);
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}
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@ -327,8 +316,7 @@ void OpenGLState::ApplyViewport() const {
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void OpenGLState::ApplyGlobalBlending() const {
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const Blend& current = cur_state.blend[0];
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const Blend& updated = blend[0];
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const bool blend_changed = updated.enabled != current.enabled;
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if (blend_changed) {
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if (updated.enabled != current.enabled) {
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if (updated.enabled) {
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glEnable(GL_BLEND);
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} else {
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@ -338,15 +326,14 @@ void OpenGLState::ApplyGlobalBlending() const {
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if (!updated.enabled) {
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return;
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}
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if (blend_changed || updated.src_rgb_func != current.src_rgb_func ||
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if (updated.src_rgb_func != current.src_rgb_func ||
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updated.dst_rgb_func != current.dst_rgb_func || updated.src_a_func != current.src_a_func ||
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updated.dst_a_func != current.dst_a_func) {
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glBlendFuncSeparate(updated.src_rgb_func, updated.dst_rgb_func, updated.src_a_func,
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updated.dst_a_func);
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}
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if (blend_changed || updated.rgb_equation != current.rgb_equation ||
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updated.a_equation != current.a_equation) {
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if (updated.rgb_equation != current.rgb_equation || updated.a_equation != current.a_equation) {
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glBlendEquationSeparate(updated.rgb_equation, updated.a_equation);
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}
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}
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@ -354,26 +341,22 @@ void OpenGLState::ApplyGlobalBlending() const {
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void OpenGLState::ApplyTargetBlending(std::size_t target, bool force) const {
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const Blend& updated = blend[target];
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const Blend& current = cur_state.blend[target];
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const bool blend_changed = updated.enabled != current.enabled || force;
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if (blend_changed) {
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if (updated.enabled != current.enabled || force) {
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if (updated.enabled) {
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glEnablei(GL_BLEND, static_cast<GLuint>(target));
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} else {
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glDisablei(GL_BLEND, static_cast<GLuint>(target));
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}
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}
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if (!updated.enabled) {
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return;
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}
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if (blend_changed || updated.src_rgb_func != current.src_rgb_func ||
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if (updated.src_rgb_func != current.src_rgb_func ||
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updated.dst_rgb_func != current.dst_rgb_func || updated.src_a_func != current.src_a_func ||
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updated.dst_a_func != current.dst_a_func) {
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glBlendFuncSeparatei(static_cast<GLuint>(target), updated.src_rgb_func,
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updated.dst_rgb_func, updated.src_a_func, updated.dst_a_func);
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}
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if (blend_changed || updated.rgb_equation != current.rgb_equation ||
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updated.a_equation != current.a_equation) {
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if (updated.rgb_equation != current.rgb_equation || updated.a_equation != current.a_equation) {
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glBlendEquationSeparatei(static_cast<GLuint>(target), updated.rgb_equation,
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updated.a_equation);
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}
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@ -397,8 +380,7 @@ void OpenGLState::ApplyBlending() const {
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}
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void OpenGLState::ApplyLogicOp() const {
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const bool logic_op_changed = logic_op.enabled != cur_state.logic_op.enabled;
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if (logic_op_changed) {
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if (logic_op.enabled != cur_state.logic_op.enabled) {
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if (logic_op.enabled) {
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glEnable(GL_COLOR_LOGIC_OP);
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} else {
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@ -406,14 +388,12 @@ void OpenGLState::ApplyLogicOp() const {
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}
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}
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if (logic_op.enabled &&
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(logic_op_changed || logic_op.operation != cur_state.logic_op.operation)) {
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if (logic_op.operation != cur_state.logic_op.operation) {
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glLogicOp(logic_op.operation);
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}
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}
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void OpenGLState::ApplyPolygonOffset() const {
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const bool fill_enable_changed =
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polygon_offset.fill_enable != cur_state.polygon_offset.fill_enable;
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const bool line_enable_changed =
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@ -448,9 +428,7 @@ void OpenGLState::ApplyPolygonOffset() const {
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}
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}
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if ((polygon_offset.fill_enable || polygon_offset.line_enable || polygon_offset.point_enable) &&
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(factor_changed || units_changed || clamp_changed)) {
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if (factor_changed || units_changed || clamp_changed) {
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if (GLAD_GL_EXT_polygon_offset_clamp && polygon_offset.clamp != 0) {
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glPolygonOffsetClamp(polygon_offset.factor, polygon_offset.units, polygon_offset.clamp);
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} else {
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@ -528,9 +506,9 @@ void OpenGLState::ApplyDepthClamp() const {
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
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return;
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}
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if (depth_clamp.far_plane != depth_clamp.near_plane) {
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UNIMPLEMENTED_MSG("Unimplemented Depth Clamp Separation!");
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}
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UNIMPLEMENTED_IF_MSG(depth_clamp.far_plane != depth_clamp.near_plane,
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"Unimplemented Depth Clamp Separation!");
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if (depth_clamp.far_plane || depth_clamp.near_plane) {
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glEnable(GL_DEPTH_CLAMP);
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} else {
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