#pragma once #include #include #include #include "gfx/gl_common.h" #include "gfx_es2/gpu_features.h" // OpenGL state cache. // Probably only really worth it in rendering cores on weak mobile hardware. class OpenGLState { private: template class BoolState { private: 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]); \ } \ } #define STATEBIND(func, target) \ class SavedBind_##func_##target { \ GLuint val_; \ public: \ SavedBind_##func_##target() { \ val_ = 0; \ OpenGLState::state_count++; \ } \ inline void bind(GLuint val) { \ if (val_ != val) { \ func(target, val); \ val_ = val; \ } \ } \ inline void unbind() { \ bind(0); \ } \ inline void restore() { \ func(target, val_); \ } \ } public: static int state_count; OpenGLState() {} void Restore(); // When adding a state here, don't forget to add it to OpenGLState::Restore() too // Blending BoolState blend; STATE4(glBlendFuncSeparate, GLenum, GLenum, GLenum, GLenum, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) blendFuncSeparate; // On OpenGL ES, using minmax blend requires glBlendEquationEXT (in theory at least but I don't think it's true in practice) STATE2(glBlendEquationSeparate, GLenum, GLenum, GL_FUNC_ADD, GL_FUNC_ADD) blendEquationSeparate; STATEFLOAT4(glBlendColor, 1.0f) blendColor; // Logic Ops. Not available on OpenGL ES at all. #if !defined(USING_GLES2) BoolState colorLogicOp; STATE1(glLogicOp, GLenum, GL_COPY) logicOp; #endif // Dither BoolState dither; // Cull Face BoolState cullFace; STATE1(glCullFace, GLenum, GL_FRONT) cullFaceMode; STATE1(glFrontFace, GLenum, GL_CCW) frontFace; // Depth Test BoolState 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; // Color Mask STATE4(glColorMask, bool, bool, bool, bool, true, true, true, true) colorMask; // Viewport STATE4(glViewport, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) viewport; // Scissor Test BoolState scissorTest; STATE4(glScissor, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) scissorRect; // Stencil Test BoolState stencilTest; STATE3(glStencilOp, GLenum, GLenum, GLenum, GL_KEEP, GL_KEEP, GL_KEEP) stencilOp; STATE3(glStencilFunc, GLenum, GLint, GLuint, GL_ALWAYS, 0, 0xFF) stencilFunc; STATE1(glStencilMask, GLuint, 0xFF) stencilMask; STATEBIND(glBindBuffer, GL_ARRAY_BUFFER) arrayBuffer; STATEBIND(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER) elementArrayBuffer; }; #undef STATE1 #undef STATE2 extern OpenGLState glstate;