mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
973 lines
46 KiB
C++
973 lines
46 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/RenderState/RenderState.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#include "RenderState.h"
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#include "MG_Util/Debug/Log.h"
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#include "MG_Util/Types.h"
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namespace MobileGL {
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namespace MG_State {
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namespace GLState {
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namespace {
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SizeT GetStencilFaceIndex(StencilFace face) {
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switch (face) {
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case StencilFace::Front:
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return 0;
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case StencilFace::Back:
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return 1;
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default:
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MOBILEGL_ASSERT(false, "Invalid stencil face enum: %d", static_cast<int>(face));
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return 0;
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}
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}
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// Every viewport's scissor-test bit set, i.e. what glEnable(GL_SCISSOR_TEST) writes.
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constexpr Uint32 kAllViewportsMask =
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RenderStateParameters::MAX_VIEWPORTS >= 32
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? ~0u
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: (1u << RenderStateParameters::MAX_VIEWPORTS) - 1u;
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} // namespace
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RenderState::RenderState() {
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// The color writemask defaults to all-true for every draw buffer.
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for (auto& mask : m_parameters.ColorMasks) {
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mask = BoolVec4(true, true, true, true);
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}
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// Every viewport's depth range starts at (0, 1) - GL 4.6 core table 23.4. The
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// viewport and scissor rectangles legitimately start all-zero here: their spec
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// initial value is the size of the window the context is first made current to,
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// which the frontend does not know yet, so an all-zero rectangle means "never
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// written" and the backends resolve it against the live surface (see
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// DirectGLES' SyncRenderState and VulkanRenderer's ApplyGLViewportState).
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for (auto& range : m_parameters.DepthRanges) {
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range = FloatVec2(0.0f, 1.0f);
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}
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}
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Uint RenderState::GetVersion() const {
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return m_version;
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}
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Uint RenderState::GetPipelineStateVersion() const {
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return m_pipelineStateVersion;
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}
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const RenderStateParameters& RenderState::GetAllParameters() const {
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return m_parameters;
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}
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// -------------------- Rasterization --------------------
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// ARB_viewport_array, "Additions to Chapter 2": Viewport(x, y, w, h) is equivalent to
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// ViewportIndexedf(i, x, y, w, h) for every i in [0, MAX_VIEWPORTS) - it is not a
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// synonym for "viewport 0".
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void RenderState::SetViewport(IntVec4 viewport) {
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const FloatVec4 asFloat(static_cast<Float>(viewport.x()), static_cast<Float>(viewport.y()),
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static_cast<Float>(viewport.z()), static_cast<Float>(viewport.w()));
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Bool stateChanged = false;
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for (auto& stored : m_parameters.Viewports) {
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if (stored == asFloat) continue;
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stored = asFloat;
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stateChanged = true;
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}
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if (stateChanged) ++m_version;
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}
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IntVec4 RenderState::GetViewport() const {
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const FloatVec4& viewport = m_parameters.Viewports[0];
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// Round rather than truncate: glGetIntegerv on floating-point state rounds to
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// nearest (GL 4.6 core 22.2), and truncating a 63.5-wide viewport to 63 would
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// also hand the backends a rectangle one pixel short of what was asked for.
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return IntVec4(static_cast<Int>(std::lround(viewport.x())), static_cast<Int>(std::lround(viewport.y())),
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static_cast<Int>(std::lround(viewport.z())), static_cast<Int>(std::lround(viewport.w())));
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}
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void RenderState::SetViewportIndexed(Uint index, FloatVec4 viewport) {
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if (index >= RenderStateParameters::MAX_VIEWPORTS) {
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MOBILEGL_ASSERT(false, "Viewport index out of range: %u", index);
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return;
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}
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if (m_parameters.Viewports[index] == viewport) return;
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m_parameters.Viewports[index] = viewport;
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++m_version;
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}
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const FloatVec4& RenderState::GetViewportIndexed(Uint index) const {
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if (index >= RenderStateParameters::MAX_VIEWPORTS) {
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MOBILEGL_ASSERT(false, "Viewport index out of range: %u", index);
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return m_parameters.Viewports[0];
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}
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return m_parameters.Viewports[index];
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}
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void RenderState::SetLineWidth(Float width) {
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if (m_parameters.LineWidth == width) return;
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m_parameters.LineWidth = width;
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++m_version;
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}
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Float RenderState::GetLineWidth() const {
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return m_parameters.LineWidth;
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}
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void RenderState::SetHint(GLenum target, GLenum mode) {
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GLenum* slot = nullptr;
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switch (target) {
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case GL_LINE_SMOOTH_HINT: slot = &m_parameters.LineSmoothHint; break;
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case GL_POLYGON_SMOOTH_HINT: slot = &m_parameters.PolygonSmoothHint; break;
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case GL_TEXTURE_COMPRESSION_HINT: slot = &m_parameters.TextureCompressionHint; break;
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case GL_FRAGMENT_SHADER_DERIVATIVE_HINT: slot = &m_parameters.FragmentShaderDerivativeHint; break;
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default: return;
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}
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if (*slot == mode) return;
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*slot = mode;
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++m_version;
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}
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GLenum RenderState::GetHint(GLenum target) const {
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switch (target) {
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case GL_LINE_SMOOTH_HINT: return m_parameters.LineSmoothHint;
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case GL_POLYGON_SMOOTH_HINT: return m_parameters.PolygonSmoothHint;
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case GL_TEXTURE_COMPRESSION_HINT: return m_parameters.TextureCompressionHint;
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case GL_FRAGMENT_SHADER_DERIVATIVE_HINT: return m_parameters.FragmentShaderDerivativeHint;
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default: return GL_DONT_CARE;
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}
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}
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void RenderState::SetPointFadeThresholdSize(Float size) {
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if (m_parameters.PointFadeThresholdSize == size) return;
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m_parameters.PointFadeThresholdSize = size;
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++m_version;
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}
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Float RenderState::GetPointFadeThresholdSize() const {
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return m_parameters.PointFadeThresholdSize;
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}
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void RenderState::SetPointSpriteCoordOrigin(GLenum origin) {
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if (m_parameters.PointSpriteCoordOrigin == origin) return;
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m_parameters.PointSpriteCoordOrigin = origin;
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++m_version;
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}
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GLenum RenderState::GetPointSpriteCoordOrigin() const {
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return m_parameters.PointSpriteCoordOrigin;
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}
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void RenderState::SetClampReadColor(GLenum clamp) {
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if (m_parameters.ClampReadColor == clamp) return;
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m_parameters.ClampReadColor = clamp;
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++m_version;
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}
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GLenum RenderState::GetClampReadColor() const {
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return m_parameters.ClampReadColor;
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}
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void RenderState::SetPolygonMode(GLenum front, GLenum back) {
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if (m_parameters.PolygonModeFront == front && m_parameters.PolygonModeBack == back) return;
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m_parameters.PolygonModeFront = front;
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m_parameters.PolygonModeBack = back;
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BumpVersions();
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}
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GLenum RenderState::GetPolygonModeFront() const {
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return m_parameters.PolygonModeFront;
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}
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GLenum RenderState::GetPolygonModeBack() const {
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return m_parameters.PolygonModeBack;
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}
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void RenderState::SetPrimitiveRestartIndex(Uint32 index) {
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if (m_parameters.PrimitiveRestartIndex == index) return;
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m_parameters.PrimitiveRestartIndex = index;
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++m_version;
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}
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Uint32 RenderState::GetPrimitiveRestartIndex() const {
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return m_parameters.PrimitiveRestartIndex;
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}
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void RenderState::SetPointSize(Float size) {
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if (m_parameters.PointSize == size) return;
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m_parameters.PointSize = size;
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++m_version;
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}
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Float RenderState::GetPointSize() const {
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return m_parameters.PointSize;
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}
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void RenderState::SetPatchVertices(Uint vertices) {
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if (m_parameters.PatchVertices == vertices) return;
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m_parameters.PatchVertices = vertices;
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BumpVersions();
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}
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Uint RenderState::GetPatchVertices() const {
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return m_parameters.PatchVertices;
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}
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// BumpVersions(), not just ++m_version, for the same reason SetPatchVertices does it:
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// these levels are compiled INTO the synthesized pass-through tessellation control
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// stage on both backends, so changing one makes an already-built program stale.
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//
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// The redundant-write guard compares BIT PATTERNS, not floats: glPatchParameterfv
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// accepts NaN, and a float compare would let a re-set of the identical NaN tuple fall
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// through and bump the pipeline-state version - invalidating DirectVulkan's pipeline
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// memo and DirectGLES's render-state span - on every single call.
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void RenderState::SetPatchDefaultOuterLevel(const FloatVec4& levels) {
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if (BitwiseEqual(m_parameters.PatchDefaultOuterLevel, levels)) return;
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m_parameters.PatchDefaultOuterLevel = levels;
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BumpVersions();
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}
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const FloatVec4& RenderState::GetPatchDefaultOuterLevel() const {
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return m_parameters.PatchDefaultOuterLevel;
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}
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void RenderState::SetPatchDefaultInnerLevel(const FloatVec2& levels) {
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if (BitwiseEqual(m_parameters.PatchDefaultInnerLevel, levels)) return;
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m_parameters.PatchDefaultInnerLevel = levels;
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BumpVersions();
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}
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const FloatVec2& RenderState::GetPatchDefaultInnerLevel() const {
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return m_parameters.PatchDefaultInnerLevel;
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}
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void RenderState::SetPolygonOffset(Float factor, Float units) {
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// GL 4.6 core 14.6.5 defines PolygonOffset(factor, units) as EQUIVALENT to
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// PolygonOffsetClamp(factor, units, 0) - the equivalence is total, so the clamp is
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// written too, not merely left alone. Leaving it meant a glPolygonOffsetClamp(1, 1,
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// 0.5) followed by a plain glPolygonOffset(3, 4) still reported a clamp of 0.5, and
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// the early-out below could even skip the version bump while doing it.
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SetPolygonOffsetClamped(factor, units, 0.0f);
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}
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Float RenderState::GetPolygonOffsetFactor() const {
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return m_parameters.PolygonOffsetFactor;
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}
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Float RenderState::GetPolygonOffsetUnits() const {
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return m_parameters.PolygonOffsetUnits;
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}
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void RenderState::SetPolygonOffsetClamped(Float factor, Float units, Float clamp) {
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if (m_parameters.PolygonOffsetFactor == factor && m_parameters.PolygonOffsetUnits == units &&
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m_parameters.PolygonOffsetClamp == clamp)
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return;
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m_parameters.PolygonOffsetFactor = factor;
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m_parameters.PolygonOffsetUnits = units;
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m_parameters.PolygonOffsetClamp = clamp;
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++m_version;
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}
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Float RenderState::GetPolygonOffsetClamp() const {
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return m_parameters.PolygonOffsetClamp;
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}
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void RenderState::SetClipControl(GLenum origin, GLenum depth) {
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if (m_parameters.ClipOrigin == origin && m_parameters.ClipDepthMode == depth) return;
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m_parameters.ClipOrigin = origin;
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m_parameters.ClipDepthMode = depth;
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++m_version;
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}
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GLenum RenderState::GetClipOrigin() const {
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return m_parameters.ClipOrigin;
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}
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GLenum RenderState::GetClipDepthMode() const {
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return m_parameters.ClipDepthMode;
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}
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// -------------------- Capabilities --------------------
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namespace {
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// CapabilityInput lists ClipDistance0..7 contiguously (RenderState.h); the caller
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// has already rejected anything outside that run, so the subtraction is in range.
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Uint32 ClipDistanceBit(CapabilityInput cap) {
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return 1u << (static_cast<Uint>(cap) - static_cast<Uint>(CapabilityInput::ClipDistance0));
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}
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} // namespace
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void RenderState::SetCapability(CapabilityInput cap, Bool enabled) {
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#define SET_CAPABILITY(capability, flag) \
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case CapabilityInput::capability: \
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if (m_parameters.capability##Enabled == (flag)) break; \
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m_parameters.capability##Enabled = (flag); \
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BumpVersions(); \
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break;
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switch (cap) {
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SET_CAPABILITY(ColorLogicOp, enabled);
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SET_CAPABILITY(DebugOutput, enabled);
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SET_CAPABILITY(DebugOutputSynchronous, enabled);
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SET_CAPABILITY(DepthTest, enabled);
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SET_CAPABILITY(CullFace, enabled);
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SET_CAPABILITY(Dither, enabled);
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SET_CAPABILITY(LineSmooth, enabled);
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SET_CAPABILITY(Multisample, enabled);
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SET_CAPABILITY(PolygonOffsetFill, enabled);
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SET_CAPABILITY(PolygonOffsetLine, enabled);
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SET_CAPABILITY(PolygonOffsetPoint, enabled);
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SET_CAPABILITY(PolygonSmooth, enabled);
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SET_CAPABILITY(PrimitiveRestart, enabled);
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SET_CAPABILITY(PrimitiveRestartFixedIndex, enabled);
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SET_CAPABILITY(RasterizerDiscard, enabled);
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SET_CAPABILITY(SampleAlphaToCoverage, enabled);
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SET_CAPABILITY(SampleAlphaToOne, enabled);
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SET_CAPABILITY(SampleCoverage, enabled);
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SET_CAPABILITY(SampleMask, enabled);
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SET_CAPABILITY(SampleShading, enabled);
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SET_CAPABILITY(StencilTest, enabled);
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SET_CAPABILITY(ProgramPointSize, enabled);
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case CapabilityInput::Blend: {
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Bool stateChanged = false;
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for (auto& blendState : m_parameters.BlendStates) {
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if (blendState.Enabled == enabled) continue;
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blendState.Enabled = enabled;
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stateChanged = true;
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}
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if (stateChanged) BumpVersions();
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break;
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}
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// GL 4.6 core 17.3.2: the non-indexed Enable/Disable(SCISSOR_TEST) enables or
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// disables the test for ALL viewports, exactly like glViewport writes all
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// viewports. Anything narrower fails KHR-GL43.viewport_array.scissor_test_state_api,
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// whose "enable all" phase reads every index back through glIsEnabledi.
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case CapabilityInput::ScissorTest: {
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const Uint32 updated = enabled ? kAllViewportsMask : 0u;
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if (m_parameters.ScissorTestEnabledMask == updated) break;
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m_parameters.ScissorTestEnabledMask = updated;
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BumpVersions();
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break;
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}
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case CapabilityInput::ClipDistance0:
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case CapabilityInput::ClipDistance1:
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case CapabilityInput::ClipDistance2:
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case CapabilityInput::ClipDistance3:
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case CapabilityInput::ClipDistance4:
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case CapabilityInput::ClipDistance5:
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case CapabilityInput::ClipDistance6:
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case CapabilityInput::ClipDistance7: {
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const Uint32 bit = ClipDistanceBit(cap);
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const Uint32 updated =
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enabled ? (m_parameters.ClipDistanceEnabledMask | bit)
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: (m_parameters.ClipDistanceEnabledMask & ~bit);
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if (updated == m_parameters.ClipDistanceEnabledMask) break;
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m_parameters.ClipDistanceEnabledMask = updated;
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// Deliberately NOT BumpVersions(): no backend bakes a clip-distance enable
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// into a pipeline object (DirectGLES issues glEnable, DirectVulkan takes the
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// set from the shader's declared array), so bumping the pipeline version here
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// would evict cached pipelines for state they do not contain.
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++m_version;
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break;
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}
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default: // not supported currently
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break;
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}
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#undef SET_CAPABILITY
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}
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Bool RenderState::IsCapabilityEnabled(CapabilityInput cap) const {
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#define RETURN_CAPABILITY(capability) \
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case CapabilityInput::capability: \
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return m_parameters.capability##Enabled;
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switch (cap) {
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RETURN_CAPABILITY(ColorLogicOp);
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RETURN_CAPABILITY(DebugOutput);
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RETURN_CAPABILITY(DebugOutputSynchronous);
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RETURN_CAPABILITY(DepthTest);
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RETURN_CAPABILITY(CullFace);
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RETURN_CAPABILITY(Dither);
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RETURN_CAPABILITY(LineSmooth);
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RETURN_CAPABILITY(Multisample);
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RETURN_CAPABILITY(PolygonOffsetFill);
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RETURN_CAPABILITY(PolygonOffsetLine);
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RETURN_CAPABILITY(PolygonOffsetPoint);
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RETURN_CAPABILITY(PolygonSmooth);
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RETURN_CAPABILITY(PrimitiveRestart);
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RETURN_CAPABILITY(PrimitiveRestartFixedIndex);
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RETURN_CAPABILITY(RasterizerDiscard);
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RETURN_CAPABILITY(SampleAlphaToCoverage);
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RETURN_CAPABILITY(SampleAlphaToOne);
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RETURN_CAPABILITY(SampleCoverage);
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RETURN_CAPABILITY(SampleMask);
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RETURN_CAPABILITY(SampleShading);
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RETURN_CAPABILITY(StencilTest);
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RETURN_CAPABILITY(ProgramPointSize);
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case CapabilityInput::Blend:
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return m_parameters.BlendStates[0].Enabled;
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// The non-indexed query of an indexed capability answers for index 0
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// (GL 4.6 core 22.1), which is also the only bit either backend consumes today.
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case CapabilityInput::ScissorTest:
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return (m_parameters.ScissorTestEnabledMask & 1u) != 0;
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case CapabilityInput::ClipDistance0:
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case CapabilityInput::ClipDistance1:
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case CapabilityInput::ClipDistance2:
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case CapabilityInput::ClipDistance3:
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case CapabilityInput::ClipDistance4:
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case CapabilityInput::ClipDistance5:
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case CapabilityInput::ClipDistance6:
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case CapabilityInput::ClipDistance7:
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return (m_parameters.ClipDistanceEnabledMask & ClipDistanceBit(cap)) != 0;
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default:
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return false;
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}
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}
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void RenderState::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
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// GL_BLEND (indexed by draw buffer) and GL_SCISSOR_TEST (indexed by viewport) are
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// the only indexed capabilities in GL 4.6 core. The GL entry points
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// (glEnablei/glDisablei) already reject every other target with GL_INVALID_ENUM
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// and every out-of-range index with GL_INVALID_VALUE before reaching here, so the
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// guards below are backstops - but they must stay backstops:
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// THROW_UNIMPL_EXCEPTION unwinds a C++ exception through the C GL ABI and
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// terminates the process.
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if (cap == CapabilityInput::ScissorTest) {
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if (index >= RenderStateParameters::MAX_VIEWPORTS) {
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MOBILEGL_ASSERT(false, "Scissor test capability index out of range: %u", index);
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return;
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}
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const Uint32 bit = 1u << index;
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const Uint32 updated = enabled ? (m_parameters.ScissorTestEnabledMask | bit)
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: (m_parameters.ScissorTestEnabledMask & ~bit);
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if (updated == m_parameters.ScissorTestEnabledMask) return;
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m_parameters.ScissorTestEnabledMask = updated;
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BumpVersions();
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return;
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}
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if (cap != CapabilityInput::Blend) {
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MGLOG_I("RenderState::SetCapabilityIndexed: indexed capability state exists only for "
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"GL_BLEND and GL_SCISSOR_TEST (cap=%d, index=%u); ignoring",
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static_cast<int>(cap), index);
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return;
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}
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
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|
return;
|
|
}
|
|
if (m_parameters.BlendStates[index].Enabled == enabled) return;
|
|
|
|
m_parameters.BlendStates[index].Enabled = enabled;
|
|
BumpVersions();
|
|
}
|
|
|
|
Bool RenderState::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
|
|
// GL_BLEND and GL_SCISSOR_TEST only - same backstop reasoning as
|
|
// SetCapabilityIndexed: glIsEnabledi has already answered
|
|
// GL_INVALID_ENUM/GL_INVALID_VALUE for anything else, and a query must never be
|
|
// able to terminate the process.
|
|
if (cap == CapabilityInput::ScissorTest) {
|
|
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
|
|
MOBILEGL_ASSERT(false, "Scissor test capability index out of range: %u", index);
|
|
return false;
|
|
}
|
|
return (m_parameters.ScissorTestEnabledMask & (1u << index)) != 0;
|
|
}
|
|
if (cap != CapabilityInput::Blend) {
|
|
MGLOG_I("RenderState::IsCapabilityEnabledIndexed: indexed capability state exists only "
|
|
"for GL_BLEND (cap=%d, index=%u); reporting disabled",
|
|
static_cast<int>(cap), index);
|
|
return false;
|
|
}
|
|
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
|
|
MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
|
|
return false;
|
|
}
|
|
return m_parameters.BlendStates[index].Enabled;
|
|
}
|
|
|
|
// -------------------- Blending --------------------
|
|
void RenderState::SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
|
|
BlendFactor dstAlpha) {
|
|
Bool stateChanged = false;
|
|
for (auto& blendState : m_parameters.BlendStates) {
|
|
if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
|
|
blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
|
|
continue;
|
|
}
|
|
blendState.SrcFactorRGB = srcRGB;
|
|
blendState.DstFactorRGB = dstRGB;
|
|
blendState.SrcFactorAlpha = srcAlpha;
|
|
blendState.DstFactorAlpha = dstAlpha;
|
|
stateChanged = true;
|
|
}
|
|
if (!stateChanged) return;
|
|
BumpVersions();
|
|
}
|
|
|
|
void RenderState::GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
|
|
BlendFactor& dstAlpha) const {
|
|
srcRGB = m_parameters.BlendStates[0].SrcFactorRGB;
|
|
dstRGB = m_parameters.BlendStates[0].DstFactorRGB;
|
|
srcAlpha = m_parameters.BlendStates[0].SrcFactorAlpha;
|
|
dstAlpha = m_parameters.BlendStates[0].DstFactorAlpha;
|
|
}
|
|
|
|
void RenderState::SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB,
|
|
BlendFactor srcAlpha, BlendFactor dstAlpha) {
|
|
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
|
|
MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
|
|
return;
|
|
}
|
|
PerBufferBlendState& blendState = m_parameters.BlendStates[index];
|
|
if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
|
|
blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
|
|
return;
|
|
}
|
|
blendState.SrcFactorRGB = srcRGB;
|
|
blendState.DstFactorRGB = dstRGB;
|
|
blendState.SrcFactorAlpha = srcAlpha;
|
|
blendState.DstFactorAlpha = dstAlpha;
|
|
BumpVersions();
|
|
}
|
|
|
|
void RenderState::GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB,
|
|
BlendFactor& srcAlpha, BlendFactor& dstAlpha) const {
|
|
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
|
|
MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
|
|
return;
|
|
}
|
|
srcRGB = m_parameters.BlendStates[index].SrcFactorRGB;
|
|
dstRGB = m_parameters.BlendStates[index].DstFactorRGB;
|
|
srcAlpha = m_parameters.BlendStates[index].SrcFactorAlpha;
|
|
dstAlpha = m_parameters.BlendStates[index].DstFactorAlpha;
|
|
}
|
|
|
|
void RenderState::SetBlendEquation(BlendEquation color, BlendEquation alpha) {
|
|
Bool stateChanged = false;
|
|
for (auto& blendState : m_parameters.BlendStates) {
|
|
if (blendState.ColorEquation == color && blendState.AlphaEquation == alpha) {
|
|
continue;
|
|
}
|
|
blendState.ColorEquation = color;
|
|
blendState.AlphaEquation = alpha;
|
|
stateChanged = true;
|
|
}
|
|
if (!stateChanged) return;
|
|
BumpVersions();
|
|
}
|
|
|
|
void RenderState::GetBlendEquation(BlendEquation& color, BlendEquation& alpha) const {
|
|
color = m_parameters.BlendStates[0].ColorEquation;
|
|
alpha = m_parameters.BlendStates[0].AlphaEquation;
|
|
}
|
|
|
|
void RenderState::SetBlendEquationIndexed(Uint index, BlendEquation color, BlendEquation alpha) {
|
|
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
|
|
MOBILEGL_ASSERT(false, "Blend equation index out of range: %d", index);
|
|
return;
|
|
}
|
|
PerBufferBlendState& blendState = m_parameters.BlendStates[index];
|
|
if (blendState.ColorEquation == color && blendState.AlphaEquation == alpha) {
|
|
return;
|
|
}
|
|
blendState.ColorEquation = color;
|
|
blendState.AlphaEquation = alpha;
|
|
BumpVersions();
|
|
}
|
|
|
|
void RenderState::GetBlendEquationIndexed(Uint index, BlendEquation& color, BlendEquation& alpha) const {
|
|
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
|
|
MOBILEGL_ASSERT(false, "Blend equation index out of range: %d", index);
|
|
return;
|
|
}
|
|
color = m_parameters.BlendStates[index].ColorEquation;
|
|
alpha = m_parameters.BlendStates[index].AlphaEquation;
|
|
}
|
|
|
|
void RenderState::SetLogicOp(LogicOperation logicOp) {
|
|
if (m_parameters.LogicOp == logicOp) return;
|
|
|
|
m_parameters.LogicOp = logicOp;
|
|
BumpVersions();
|
|
}
|
|
|
|
LogicOperation RenderState::GetLogicOp() const {
|
|
return m_parameters.LogicOp;
|
|
}
|
|
|
|
// -------------------- Depth --------------------
|
|
void RenderState::SetDepthFunc(DepthTestFunc func) {
|
|
if (m_parameters.DepthFunc == func) return;
|
|
|
|
m_parameters.DepthFunc = func;
|
|
BumpVersions();
|
|
}
|
|
|
|
DepthTestFunc RenderState::GetDepthFunc() const {
|
|
return m_parameters.DepthFunc;
|
|
}
|
|
|
|
void RenderState::SetDepthMask(Bool flag) {
|
|
if (m_parameters.DepthMask == flag) return;
|
|
|
|
m_parameters.DepthMask = flag;
|
|
BumpVersions();
|
|
}
|
|
|
|
Bool RenderState::GetDepthMask() const {
|
|
return m_parameters.DepthMask;
|
|
}
|
|
|
|
void RenderState::SetStencilFunc(StencilFace face, DepthTestFunc func, Int ref, Uint32 mask) {
|
|
StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
|
|
if (state.Func == func && state.Ref == ref && state.ValueMask == mask) return;
|
|
|
|
// Only Func is baked into the pipeline; Ref and ValueMask are dynamic state
|
|
// (VK_DYNAMIC_STATE_STENCIL_REFERENCE / _COMPARE_MASK), so glStencilFunc changing
|
|
// only the reference must not evict a cached pipeline.
|
|
const Bool pipelineRelevantChange = state.Func != func;
|
|
state.Func = func;
|
|
state.Ref = ref;
|
|
state.ValueMask = mask;
|
|
++m_version;
|
|
if (pipelineRelevantChange) ++m_pipelineStateVersion;
|
|
}
|
|
|
|
void RenderState::SetStencilMask(StencilFace face, Uint32 mask) {
|
|
StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
|
|
if (state.WriteMask == mask) return;
|
|
|
|
state.WriteMask = mask;
|
|
++m_version;
|
|
}
|
|
|
|
void RenderState::SetStencilOp(StencilFace face, StencilOperation fail, StencilOperation depthFail,
|
|
StencilOperation depthPass) {
|
|
StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
|
|
if (state.FailOp == fail && state.PassDepthFailOp == depthFail &&
|
|
state.PassDepthPassOp == depthPass) {
|
|
return;
|
|
}
|
|
|
|
state.FailOp = fail;
|
|
state.PassDepthFailOp = depthFail;
|
|
state.PassDepthPassOp = depthPass;
|
|
BumpVersions();
|
|
}
|
|
|
|
const StencilFaceState& RenderState::GetStencilState(StencilFace face) const {
|
|
return m_parameters.StencilStates[GetStencilFaceIndex(face)];
|
|
}
|
|
|
|
// -------------------- Color Mask --------------------
|
|
void RenderState::SetColorMask(BoolVec4 mask) {
|
|
// glColorMask broadcasts the same mask to every draw buffer.
|
|
Bool changed = false;
|
|
for (auto& slot : m_parameters.ColorMasks) {
|
|
if (!(slot == mask)) {
|
|
slot = mask;
|
|
changed = true;
|
|
}
|
|
}
|
|
if (changed) BumpVersions();
|
|
}
|
|
|
|
BoolVec4 RenderState::GetColorMask() const {
|
|
// Non-indexed query reports draw buffer 0.
|
|
return m_parameters.ColorMasks[0];
|
|
}
|
|
|
|
void RenderState::SetColorMaskIndexed(Uint index, BoolVec4 mask) {
|
|
if (m_parameters.ColorMasks[index] == mask) return;
|
|
m_parameters.ColorMasks[index] = mask;
|
|
BumpVersions();
|
|
}
|
|
|
|
BoolVec4 RenderState::GetColorMaskIndexed(Uint index) const {
|
|
return m_parameters.ColorMasks[index];
|
|
}
|
|
|
|
// -------------------- Clear State --------------------
|
|
void RenderState::SetClearColor(FloatVec4 color) {
|
|
if (m_parameters.ClearColor == color) return;
|
|
|
|
m_parameters.ClearColor = color;
|
|
++m_version;
|
|
}
|
|
|
|
const FloatVec4& RenderState::GetClearColor() const {
|
|
return m_parameters.ClearColor;
|
|
}
|
|
|
|
void RenderState::SetClearDepth(Float depth) {
|
|
if (m_parameters.ClearDepth == depth) return;
|
|
|
|
m_parameters.ClearDepth = depth;
|
|
++m_version;
|
|
}
|
|
|
|
Float RenderState::GetClearDepth() const {
|
|
return m_parameters.ClearDepth;
|
|
}
|
|
|
|
void RenderState::SetClearStencil(Int stencil) {
|
|
if (m_parameters.ClearStencil == stencil) return;
|
|
|
|
m_parameters.ClearStencil = stencil;
|
|
++m_version;
|
|
}
|
|
|
|
Uint32 RenderState::GetClearStencil() const {
|
|
return m_parameters.ClearStencil;
|
|
}
|
|
|
|
void RenderState::SetBlendColor(FloatVec4 color) {
|
|
if (m_parameters.BlendColor == color) return;
|
|
|
|
m_parameters.BlendColor = color;
|
|
++m_version;
|
|
}
|
|
|
|
const FloatVec4& RenderState::GetBlendColor() const {
|
|
return m_parameters.BlendColor;
|
|
}
|
|
|
|
// Like Viewport: ARB_viewport_array makes DepthRange(n, f) the same as
|
|
// DepthRangeIndexed(i, n, f) for every i.
|
|
void RenderState::SetDepthRange(FloatVec2 range) {
|
|
Bool stateChanged = false;
|
|
for (auto& stored : m_parameters.DepthRanges) {
|
|
if (stored == range) continue;
|
|
stored = range;
|
|
stateChanged = true;
|
|
}
|
|
if (stateChanged) ++m_version;
|
|
}
|
|
|
|
const FloatVec2& RenderState::GetDepthRange() const {
|
|
return m_parameters.DepthRanges[0];
|
|
}
|
|
|
|
void RenderState::SetDepthRangeIndexed(Uint index, FloatVec2 range) {
|
|
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
|
|
MOBILEGL_ASSERT(false, "Depth range index out of range: %u", index);
|
|
return;
|
|
}
|
|
if (m_parameters.DepthRanges[index] == range) return;
|
|
|
|
m_parameters.DepthRanges[index] = range;
|
|
++m_version;
|
|
}
|
|
|
|
const FloatVec2& RenderState::GetDepthRangeIndexed(Uint index) const {
|
|
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
|
|
MOBILEGL_ASSERT(false, "Depth range index out of range: %u", index);
|
|
return m_parameters.DepthRanges[0];
|
|
}
|
|
return m_parameters.DepthRanges[index];
|
|
}
|
|
|
|
void RenderState::SetSampleCoverage(Float value, Bool invert) {
|
|
if (m_parameters.SampleCoverageValue == value && m_parameters.SampleCoverageInvert == invert) return;
|
|
|
|
m_parameters.SampleCoverageValue = value;
|
|
m_parameters.SampleCoverageInvert = invert;
|
|
BumpVersions();
|
|
}
|
|
|
|
Float RenderState::GetSampleCoverageValue() const {
|
|
return m_parameters.SampleCoverageValue;
|
|
}
|
|
|
|
Bool RenderState::GetSampleCoverageInvert() const {
|
|
return m_parameters.SampleCoverageInvert;
|
|
}
|
|
|
|
void RenderState::SetSampleMaskValue(Uint32 mask) {
|
|
if (m_parameters.SampleMaskValue == mask) return;
|
|
|
|
m_parameters.SampleMaskValue = mask;
|
|
BumpVersions();
|
|
}
|
|
|
|
Uint32 RenderState::GetSampleMaskValue() const {
|
|
return m_parameters.SampleMaskValue;
|
|
}
|
|
|
|
void RenderState::SetMinSampleShadingValue(Float value) {
|
|
if (m_parameters.MinSampleShadingValue == value) return;
|
|
|
|
m_parameters.MinSampleShadingValue = value;
|
|
// BumpVersions, not just ++m_version: DirectVulkan bakes the fraction into
|
|
// VkPipelineMultisampleStateCreateInfo::minSampleShading, so a cached pipeline
|
|
// built with the old value must not be reused.
|
|
BumpVersions();
|
|
}
|
|
|
|
Float RenderState::GetMinSampleShadingValue() const {
|
|
return m_parameters.MinSampleShadingValue;
|
|
}
|
|
|
|
// -------------------- Pixel Store --------------------
|
|
void RenderState::SetPixelStoreParam(PixelStoreParam param, Int value) {
|
|
#define SET_PIXEL_STORE_PARAM(paramNameHead, paramNameTail, val) \
|
|
case PixelStoreParam::paramNameHead##paramNameTail: \
|
|
if (m_pixelStore##paramNameHead##Parameters.paramNameTail == (val)) break; \
|
|
m_pixelStore##paramNameHead##Parameters.paramNameTail = (val); \
|
|
break;
|
|
|
|
switch (param) {
|
|
SET_PIXEL_STORE_PARAM(Pack, Alignment, value);
|
|
SET_PIXEL_STORE_PARAM(Pack, RowLength, value);
|
|
SET_PIXEL_STORE_PARAM(Pack, ImageHeight, value);
|
|
SET_PIXEL_STORE_PARAM(Pack, SkipPixels, value);
|
|
SET_PIXEL_STORE_PARAM(Pack, SkipRows, value);
|
|
SET_PIXEL_STORE_PARAM(Pack, SkipImages, value);
|
|
SET_PIXEL_STORE_PARAM(Pack, SwapBytes, value != 0);
|
|
SET_PIXEL_STORE_PARAM(Pack, LSBFirst, value != 0);
|
|
SET_PIXEL_STORE_PARAM(Unpack, Alignment, value);
|
|
SET_PIXEL_STORE_PARAM(Unpack, RowLength, value);
|
|
SET_PIXEL_STORE_PARAM(Unpack, ImageHeight, value);
|
|
SET_PIXEL_STORE_PARAM(Unpack, SkipPixels, value);
|
|
SET_PIXEL_STORE_PARAM(Unpack, SkipRows, value);
|
|
SET_PIXEL_STORE_PARAM(Unpack, SkipImages, value);
|
|
SET_PIXEL_STORE_PARAM(Unpack, SwapBytes, value != 0);
|
|
SET_PIXEL_STORE_PARAM(Unpack, LSBFirst, value != 0);
|
|
default:
|
|
MOBILEGL_ASSERT(false, "Invalid PixelStoreParam enum: %d", static_cast<int>(param));
|
|
return;
|
|
}
|
|
}
|
|
|
|
Int RenderState::GetPixelStoreParam(PixelStoreParam param) const {
|
|
#define RETURN_PIXEL_STORE_PARAM(paramNameHead, paramNameTail) \
|
|
case PixelStoreParam::paramNameHead##paramNameTail: \
|
|
return m_pixelStore##paramNameHead##Parameters.paramNameTail;
|
|
switch (param) {
|
|
RETURN_PIXEL_STORE_PARAM(Pack, Alignment);
|
|
RETURN_PIXEL_STORE_PARAM(Pack, RowLength);
|
|
RETURN_PIXEL_STORE_PARAM(Pack, ImageHeight);
|
|
RETURN_PIXEL_STORE_PARAM(Pack, SkipPixels);
|
|
RETURN_PIXEL_STORE_PARAM(Pack, SkipRows);
|
|
RETURN_PIXEL_STORE_PARAM(Pack, SkipImages);
|
|
RETURN_PIXEL_STORE_PARAM(Pack, SwapBytes);
|
|
RETURN_PIXEL_STORE_PARAM(Pack, LSBFirst);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, Alignment);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, RowLength);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, ImageHeight);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, SkipPixels);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, SkipRows);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, SkipImages);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, SwapBytes);
|
|
RETURN_PIXEL_STORE_PARAM(Unpack, LSBFirst);
|
|
default:
|
|
MOBILEGL_ASSERT(false, "Invalid PixelStoreParam enum: %d", static_cast<int>(param));
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
PixelStoreParameters RenderState::GetPixelStoreParameters(Bool isUnpack) const {
|
|
return isUnpack ? m_pixelStoreUnpackParameters : m_pixelStorePackParameters;
|
|
}
|
|
|
|
// -------------------- Cull Face --------------------
|
|
void RenderState::SetCullFaceMode(CullFaceMode mode) {
|
|
if (m_parameters.CullFaceModeSetting == mode) return;
|
|
|
|
m_parameters.CullFaceModeSetting = mode;
|
|
BumpVersions();
|
|
}
|
|
|
|
CullFaceMode RenderState::GetCullFaceMode() const {
|
|
return m_parameters.CullFaceModeSetting;
|
|
}
|
|
|
|
void RenderState::SetFrontFaceMode(FrontFaceMode mode) {
|
|
if (m_parameters.FrontFaceModeSetting == mode) return;
|
|
|
|
m_parameters.FrontFaceModeSetting = mode;
|
|
BumpVersions();
|
|
}
|
|
|
|
FrontFaceMode RenderState::GetFrontFaceMode() const {
|
|
return m_parameters.FrontFaceModeSetting;
|
|
}
|
|
|
|
void RenderState::SetProvokingVertexMode(ProvokingVertexMode mode) {
|
|
if (m_parameters.ProvokingVertexModeSetting == mode) return;
|
|
|
|
m_parameters.ProvokingVertexModeSetting = mode;
|
|
BumpVersions();
|
|
}
|
|
|
|
ProvokingVertexMode RenderState::GetProvokingVertexMode() const {
|
|
return m_parameters.ProvokingVertexModeSetting;
|
|
}
|
|
|
|
// --------------------- Scissor ---------------------
|
|
// Like Viewport: ARB_viewport_array makes Scissor(x, y, w, h) the same as
|
|
// ScissorIndexed(i, x, y, w, h) for every i.
|
|
void RenderState::SetScissorBox(IntVec4 box) {
|
|
Bool stateChanged = false;
|
|
for (auto& stored : m_parameters.ScissorBoxes) {
|
|
if (stored == box) continue;
|
|
stored = box;
|
|
stateChanged = true;
|
|
}
|
|
// "The application has written this rectangle" is a DIFFERENT predicate from "the
|
|
// value moved", and the backends need the first one: glScissor(0, 0, 0, 0) as the
|
|
// very first scissor call leaves every stored box byte-identical to its
|
|
// never-written default, and that call is precisely the one whose meaning a
|
|
// backend must stop guessing at (see ScissorBoxWrittenMask).
|
|
//
|
|
// The transition has to count as a state change for the version too. DirectGLES'
|
|
// SyncRenderState early-outs on an unchanged render-state version BEFORE it
|
|
// reaches the span memcmp that would otherwise notice the mask, so a version-less
|
|
// flag flip would sit in the parameter block and never be pushed. It is a
|
|
// once-per-index transition, so the steady state still costs nothing.
|
|
if (m_parameters.ScissorBoxWrittenMask != kAllViewportsMask) {
|
|
m_parameters.ScissorBoxWrittenMask = kAllViewportsMask;
|
|
stateChanged = true;
|
|
}
|
|
if (stateChanged) ++m_version;
|
|
}
|
|
|
|
const IntVec4& RenderState::GetScissorBox() const {
|
|
return m_parameters.ScissorBoxes[0];
|
|
}
|
|
|
|
void RenderState::SetScissorBoxIndexed(Uint index, IntVec4 box) {
|
|
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
|
|
MOBILEGL_ASSERT(false, "Scissor box index out of range: %u", index);
|
|
return;
|
|
}
|
|
// See SetScissorBox: a first write is state even when it does not move the value,
|
|
// so the unchanged-value early-out may only fire once this index is already
|
|
// marked written.
|
|
const Uint32 writtenBit = 1u << index;
|
|
const Bool alreadyWritten = (m_parameters.ScissorBoxWrittenMask & writtenBit) != 0;
|
|
if (alreadyWritten && m_parameters.ScissorBoxes[index] == box) return;
|
|
|
|
m_parameters.ScissorBoxes[index] = box;
|
|
m_parameters.ScissorBoxWrittenMask |= writtenBit;
|
|
++m_version;
|
|
}
|
|
|
|
const IntVec4& RenderState::GetScissorBoxIndexed(Uint index) const {
|
|
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
|
|
MOBILEGL_ASSERT(false, "Scissor box index out of range: %u", index);
|
|
return m_parameters.ScissorBoxes[0];
|
|
}
|
|
return m_parameters.ScissorBoxes[index];
|
|
}
|
|
} // namespace GLState
|
|
} // namespace MG_State
|
|
} // namespace MobileGL
|