// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include "common/assert.h" #include "common/logging/log.h" #include "common/microprofile.h" #include "video_core/renderer_opengl/gl_state.h" MICROPROFILE_DEFINE(OpenGL_State, "OpenGL", "State Change", MP_RGB(192, 128, 128)); namespace OpenGL { using Maxwell = Tegra::Engines::Maxwell3D::Regs; OpenGLState OpenGLState::cur_state; namespace { template bool UpdateValue(T& current_value, const T new_value) { const bool changed = current_value != new_value; current_value = new_value; return changed; } template bool UpdateTie(T1 current_value, const T2 new_value) { const bool changed = current_value != new_value; current_value = new_value; return changed; } template std::optional> UpdateArray(T& current_values, const T& new_values) { std::optional first; std::size_t last; for (std::size_t i = 0; i < std::size(current_values); ++i) { if (!UpdateValue(current_values[i], new_values[i])) { continue; } if (!first) { first = i; } last = i; } if (!first) { return std::nullopt; } return std::make_pair(static_cast(*first), static_cast(last - *first + 1)); } void Enable(GLenum cap, bool enable) { if (enable) { glEnable(cap); } else { glDisable(cap); } } void Enable(GLenum cap, GLuint index, bool enable) { if (enable) { glEnablei(cap, index); } else { glDisablei(cap, index); } } void Enable(GLenum cap, bool& current_value, bool new_value) { if (UpdateValue(current_value, new_value)) { Enable(cap, new_value); } } void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) { if (UpdateValue(current_value, new_value)) { Enable(cap, index, new_value); } } } // Anonymous namespace OpenGLState::OpenGLState() = default; void OpenGLState::ApplyShaderProgram() { if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) { glUseProgram(draw.shader_program); } } void OpenGLState::ApplyProgramPipeline() { if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) { glBindProgramPipeline(draw.program_pipeline); } } void OpenGLState::Apply() { MICROPROFILE_SCOPE(OpenGL_State); ApplyShaderProgram(); ApplyProgramPipeline(); } OpenGLState& OpenGLState::ResetProgram(GLuint handle) { if (draw.shader_program == handle) { draw.shader_program = 0; } return *this; } OpenGLState& OpenGLState::ResetPipeline(GLuint handle) { if (draw.program_pipeline == handle) { draw.program_pipeline = 0; } return *this; } } // namespace OpenGL