mirror of https://github.com/citra-emu/citra.git
199 lines
5.6 KiB
C++
199 lines
5.6 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <glad/glad.h>
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namespace OpenGL {
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namespace TextureUnits {
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struct TextureUnit {
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GLint id;
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constexpr GLenum Enum() const {
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return static_cast<GLenum>(GL_TEXTURE0 + id);
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}
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};
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constexpr TextureUnit PicaTexture(int unit) {
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return TextureUnit{unit};
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}
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constexpr TextureUnit TextureCube{6};
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constexpr TextureUnit TextureBufferLUT_LF{3};
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constexpr TextureUnit TextureBufferLUT_RG{4};
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constexpr TextureUnit TextureBufferLUT_RGBA{5};
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constexpr TextureUnit TextureNormalMap{7};
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constexpr TextureUnit TextureColorBuffer{10};
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} // namespace TextureUnits
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namespace ImageUnits {
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constexpr GLuint ShadowTexturePX = 0;
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constexpr GLuint ShadowTextureNX = 1;
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constexpr GLuint ShadowTexturePY = 2;
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constexpr GLuint ShadowTextureNY = 3;
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constexpr GLuint ShadowTexturePZ = 4;
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constexpr GLuint ShadowTextureNZ = 5;
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constexpr GLuint ShadowBuffer = 6;
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} // namespace ImageUnits
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class OpenGLState {
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public:
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struct {
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bool enabled; // GL_CULL_FACE
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GLenum mode; // GL_CULL_FACE_MODE
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GLenum front_face; // GL_FRONT_FACE
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} cull;
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struct {
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bool test_enabled; // GL_DEPTH_TEST
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GLenum test_func; // GL_DEPTH_FUNC
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GLboolean write_mask; // GL_DEPTH_WRITEMASK
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} depth;
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struct {
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GLboolean red_enabled;
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GLboolean green_enabled;
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GLboolean blue_enabled;
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GLboolean alpha_enabled;
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} color_mask; // GL_COLOR_WRITEMASK
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struct {
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bool test_enabled; // GL_STENCIL_TEST
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GLenum test_func; // GL_STENCIL_FUNC
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GLint test_ref; // GL_STENCIL_REF
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GLuint test_mask; // GL_STENCIL_VALUE_MASK
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GLuint write_mask; // GL_STENCIL_WRITEMASK
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GLenum action_stencil_fail; // GL_STENCIL_FAIL
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GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL
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GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS
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} stencil;
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struct {
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bool enabled; // GL_BLEND
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GLenum rgb_equation; // GL_BLEND_EQUATION_RGB
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GLenum a_equation; // GL_BLEND_EQUATION_ALPHA
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GLenum src_rgb_func; // GL_BLEND_SRC_RGB
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GLenum dst_rgb_func; // GL_BLEND_DST_RGB
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GLenum src_a_func; // GL_BLEND_SRC_ALPHA
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GLenum dst_a_func; // GL_BLEND_DST_ALPHA
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struct {
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GLclampf red;
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GLclampf green;
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GLclampf blue;
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GLclampf alpha;
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} color; // GL_BLEND_COLOR
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} blend;
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GLenum logic_op; // GL_LOGIC_OP_MODE
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// 3 texture units - one for each that is used in PICA fragment shader emulation
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struct TextureUnit {
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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GLuint sampler; // GL_SAMPLER_BINDING
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};
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std::array<TextureUnit, 3> texture_units;
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struct {
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GLuint texture_cube; // GL_TEXTURE_BINDING_CUBE_MAP
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_cube_unit;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_lf;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_rg;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_rgba;
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struct {
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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} color_buffer;
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// GL_IMAGE_BINDING_NAME
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GLuint image_shadow_buffer;
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union {
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std::array<GLuint, 6> image_shadow_texture;
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struct {
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GLuint image_shadow_texture_px;
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GLuint image_shadow_texture_nx;
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GLuint image_shadow_texture_py;
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GLuint image_shadow_texture_ny;
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GLuint image_shadow_texture_pz;
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GLuint image_shadow_texture_nz;
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};
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};
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struct {
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
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GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
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GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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struct {
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bool enabled; // GL_SCISSOR_TEST
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GLint x;
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GLint y;
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GLsizei width;
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GLsizei height;
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} scissor;
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struct {
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GLint x;
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GLint y;
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GLsizei width;
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GLsizei height;
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} viewport;
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std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE
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GLuint renderbuffer; // GL_RENDERBUFFER_BINDING
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OpenGLState();
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/// Get the currently active OpenGL state
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static OpenGLState GetCurState() {
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return cur_state;
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}
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bool EmulateColorBlend() const {
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return blend.rgb_equation == GL_MIN || blend.rgb_equation == GL_MAX;
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}
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bool EmulateAlphaBlend() const {
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return blend.a_equation == GL_MIN || blend.a_equation == GL_MAX;
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}
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/// Apply this state as the current OpenGL state
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void Apply() const;
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/// Resets any references to the given resource
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OpenGLState& ResetTexture(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetBuffer(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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OpenGLState& ResetRenderbuffer(GLuint handle);
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private:
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static OpenGLState cur_state;
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};
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} // namespace OpenGL
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