axmol/cocos/renderer/ccGLStateCache.cpp

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/****************************************************************************
Copyright (c) 2011 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (C) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "renderer/ccGLStateCache.h"
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "renderer/CCGLProgram.h"
#include "renderer/CCRenderState.h"
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#include "base/CCDirector.h"
#include "base/ccConfig.h"
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#include "base/CCConfiguration.h"
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NS_CC_BEGIN
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static const int MAX_ATTRIBUTES = 16;
static const int MAX_ACTIVE_TEXTURE = 16;
namespace
{
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static GLuint s_currentProjectionMatrix = -1;
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static uint32_t s_attributeFlags = 0; // 32 attributes max
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#if CC_ENABLE_GL_STATE_CACHE
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static GLuint s_currentShaderProgram = -1;
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static GLuint s_currentBoundTexture[MAX_ACTIVE_TEXTURE] = {(GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, };
static GLenum s_blendingSource = -1;
static GLenum s_blendingDest = -1;
static int s_GLServerState = 0;
static GLuint s_VAO = 0;
static GLenum s_activeTexture = -1;
#endif // CC_ENABLE_GL_STATE_CACHE
}
// GL State Cache functions
namespace GL {
void invalidateStateCache( void )
{
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Director::getInstance()->resetMatrixStack();
s_currentProjectionMatrix = -1;
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s_attributeFlags = 0;
#if CC_ENABLE_GL_STATE_CACHE
s_currentShaderProgram = -1;
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for( int i=0; i < MAX_ACTIVE_TEXTURE; i++ )
{
s_currentBoundTexture[i] = -1;
}
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s_blendingSource = -1;
s_blendingDest = -1;
s_GLServerState = 0;
s_VAO = 0;
#endif // CC_ENABLE_GL_STATE_CACHE
}
void deleteProgram( GLuint program )
{
#if CC_ENABLE_GL_STATE_CACHE
if(program == s_currentShaderProgram)
{
s_currentShaderProgram = -1;
}
#endif // CC_ENABLE_GL_STATE_CACHE
glDeleteProgram( program );
}
void useProgram( GLuint program )
{
#if CC_ENABLE_GL_STATE_CACHE
if( program != s_currentShaderProgram ) {
s_currentShaderProgram = program;
glUseProgram(program);
}
#else
glUseProgram(program);
#endif // CC_ENABLE_GL_STATE_CACHE
}
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static void SetBlending(GLenum sfactor, GLenum dfactor)
{
if (sfactor == GL_ONE && dfactor == GL_ZERO)
{
glDisable(GL_BLEND);
RenderState::StateBlock::_defaultState->setBlend(false);
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}
else
{
glEnable(GL_BLEND);
glBlendFunc(sfactor, dfactor);
RenderState::StateBlock::_defaultState->setBlend(true);
RenderState::StateBlock::_defaultState->setBlendSrc((RenderState::Blend)sfactor);
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RenderState::StateBlock::_defaultState->setBlendDst((RenderState::Blend)dfactor);
}
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}
void blendFunc(GLenum sfactor, GLenum dfactor)
{
#if CC_ENABLE_GL_STATE_CACHE
if (sfactor != s_blendingSource || dfactor != s_blendingDest)
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{
s_blendingSource = sfactor;
s_blendingDest = dfactor;
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SetBlending(sfactor, dfactor);
}
#else
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SetBlending( sfactor, dfactor );
#endif // CC_ENABLE_GL_STATE_CACHE
}
void blendResetToCache(void)
{
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glBlendEquation(GL_FUNC_ADD);
#if CC_ENABLE_GL_STATE_CACHE
SetBlending(s_blendingSource, s_blendingDest);
#else
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SetBlending(CC_BLEND_SRC, CC_BLEND_DST);
#endif // CC_ENABLE_GL_STATE_CACHE
}
void bindTexture2D(GLuint textureId)
{
GL::bindTexture2DN(0, textureId);
}
void bindTexture2D(Texture2D* texture)
{
GL::bindTexture2DN(0, texture->getName());
auto alphaTexID = texture->getAlphaTextureName();
if (alphaTexID > 0) {
GL::bindTexture2DN(1, alphaTexID);
}
}
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void bindTexture2DN(GLuint textureUnit, GLuint textureId)
{
#if CC_ENABLE_GL_STATE_CACHE
CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big");
if (s_currentBoundTexture[textureUnit] != textureId)
{
s_currentBoundTexture[textureUnit] = textureId;
activeTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textureId);
}
#else
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textureId);
#endif
}
void bindTextureN(GLuint textureUnit, GLuint textureId, GLuint textureType/* = GL_TEXTURE_2D*/)
{
#if CC_ENABLE_GL_STATE_CACHE
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CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big");
if (s_currentBoundTexture[textureUnit] != textureId)
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{
s_currentBoundTexture[textureUnit] = textureId;
activeTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(textureType, textureId);
}
#else
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(textureType, textureId);
#endif
}
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void deleteTexture(GLuint textureId)
{
#if CC_ENABLE_GL_STATE_CACHE
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for (size_t i = 0; i < MAX_ACTIVE_TEXTURE; ++i)
{
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if (s_currentBoundTexture[i] == textureId)
{
s_currentBoundTexture[i] = -1;
}
}
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#endif // CC_ENABLE_GL_STATE_CACHE
glDeleteTextures(1, &textureId);
}
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void deleteTextureN(GLuint textureUnit, GLuint textureId)
{
deleteTexture(textureId);
}
void activeTexture(GLenum texture)
{
#if CC_ENABLE_GL_STATE_CACHE
if(s_activeTexture != texture) {
s_activeTexture = texture;
glActiveTexture(s_activeTexture);
}
#else
glActiveTexture(texture);
#endif
}
void bindVAO(GLuint vaoId)
{
if (Configuration::getInstance()->supportsShareableVAO())
{
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#if CC_ENABLE_GL_STATE_CACHE
if (s_VAO != vaoId)
{
s_VAO = vaoId;
glBindVertexArray(vaoId);
}
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#else
glBindVertexArray(vaoId);
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#endif // CC_ENABLE_GL_STATE_CACHE
}
}
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// GL Vertex Attrib functions
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void enableVertexAttribs(uint32_t flags)
{
bindVAO(0);
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// hardcoded!
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for(int i=0; i < MAX_ATTRIBUTES; i++) {
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unsigned int bit = 1 << i;
//FIXME:Cache is disabled, try to enable cache as before
bool enabled = (flags & bit) != 0;
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bool enabledBefore = (s_attributeFlags & bit) != 0;
if(enabled != enabledBefore)
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{
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if( enabled )
glEnableVertexAttribArray(i);
else
glDisableVertexAttribArray(i);
}
}
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s_attributeFlags = flags;
}
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// GL Uniforms functions
void setProjectionMatrixDirty( void )
{
s_currentProjectionMatrix = -1;
}
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} // Namespace GL
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NS_CC_END