mirror of https://github.com/axmolengine/axmol.git
424 lines
14 KiB
C++
424 lines
14 KiB
C++
#pragma once
|
|
|
|
#include <optional>
|
|
|
|
#include "base/Types.h"
|
|
#include "platform/GL.h"
|
|
#include "UtilsGL.h"
|
|
#include "renderer/backend/Enums.h"
|
|
|
|
#define AX_ENABLE_STATE_GUARD 1
|
|
|
|
// Inline opengl state set calls
|
|
|
|
NS_AX_BACKEND_BEGIN
|
|
|
|
struct BlendEquationSeparateState
|
|
{
|
|
BlendEquationSeparateState(GLenum rgb, GLenum alpha) : rgbBlendOperation(rgb), alphaBlendOperation(alpha) {}
|
|
bool equals(GLenum rgb, GLenum alpha) const
|
|
{
|
|
return this->rgbBlendOperation == rgb && this->alphaBlendOperation == alpha;
|
|
}
|
|
GLenum rgbBlendOperation;
|
|
GLenum alphaBlendOperation;
|
|
};
|
|
|
|
struct BlendFuncSeparateState
|
|
{
|
|
BlendFuncSeparateState(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
|
|
: sourceRGBBlendFactor(sfactorRGB)
|
|
, destinationRGBBlendFactor(dfactorRGB)
|
|
, sourceAlphaBlendFactor(sfactorAlpha)
|
|
, destinationAlphaBlendFactor(dfactorAlpha)
|
|
{}
|
|
inline bool equals(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) const
|
|
{
|
|
return this->sourceRGBBlendFactor == sfactorRGB && this->destinationRGBBlendFactor == dfactorRGB &&
|
|
this->sourceAlphaBlendFactor == sfactorAlpha && this->destinationAlphaBlendFactor == dfactorAlpha;
|
|
}
|
|
|
|
GLenum sourceRGBBlendFactor;
|
|
GLenum destinationRGBBlendFactor;
|
|
GLenum sourceAlphaBlendFactor;
|
|
GLenum destinationAlphaBlendFactor;
|
|
};
|
|
|
|
struct ColorMaskState
|
|
{
|
|
ColorMaskState(GLboolean r, GLboolean g, GLboolean b, GLboolean a)
|
|
: writeMaskRed(r), writeMaskGreen(g), writeMaskBlue(b), writeMaskAlpha(a)
|
|
{}
|
|
inline bool equals(GLboolean r, GLboolean g, GLboolean b, GLboolean a) const
|
|
{
|
|
return this->writeMaskRed == r && this->writeMaskGreen == g && this->writeMaskBlue == b &&
|
|
this->writeMaskAlpha == a;
|
|
}
|
|
GLboolean writeMaskRed;
|
|
GLboolean writeMaskGreen;
|
|
GLboolean writeMaskBlue;
|
|
GLboolean writeMaskAlpha;
|
|
};
|
|
|
|
struct StencilFuncState
|
|
{
|
|
StencilFuncState(GLenum func, GLint ref, GLuint mask)
|
|
: stencilCompareFunction(func), stencilReferenceValueFront(ref), readMask(mask)
|
|
{}
|
|
inline bool equals(GLenum func, GLint ref, GLuint mask) const
|
|
{
|
|
return this->stencilCompareFunction == func && this->stencilReferenceValueFront == ref &&
|
|
this->readMask == mask;
|
|
}
|
|
unsigned int stencilCompareFunction;
|
|
int stencilReferenceValueFront;
|
|
unsigned int readMask;
|
|
};
|
|
|
|
struct StencilOperationState
|
|
{
|
|
StencilOperationState(GLenum fail, GLenum zfail, GLenum zpass)
|
|
: stencilFailureOperation(fail), depthFailureOperation(zfail), depthStencilPassOperation(zpass)
|
|
{}
|
|
inline bool equals(GLenum fail, GLenum zfail, GLenum zpass) const
|
|
{
|
|
return this->stencilFailureOperation == fail && this->depthFailureOperation == zfail &&
|
|
this->depthStencilPassOperation == zpass;
|
|
}
|
|
unsigned int stencilFailureOperation;
|
|
unsigned int depthFailureOperation;
|
|
unsigned int depthStencilPassOperation;
|
|
};
|
|
|
|
struct CommonBindState
|
|
{
|
|
CommonBindState(GLenum t, GLuint h) : target(t), handle(h) {}
|
|
inline bool equals(GLenum t, GLuint h) const { return this->target == t && this->handle == h; }
|
|
GLenum target;
|
|
GLuint handle;
|
|
};
|
|
|
|
struct UniformBufferBaseBindState
|
|
{
|
|
UniformBufferBaseBindState(GLenum i, GLuint h) : index(i), handle(h) {}
|
|
inline bool equals(GLenum i, GLuint h) const { return this->index == i && this->handle == h; }
|
|
|
|
GLuint index;
|
|
GLuint handle;
|
|
};
|
|
|
|
struct OpenGLState
|
|
{
|
|
constexpr static GLenum BufferTargets[] = {
|
|
GL_ARRAY_BUFFER, // VERTEX of VAO
|
|
GL_ELEMENT_ARRAY_BUFFER, // INDEX of VAO
|
|
GL_UNIFORM_BUFFER, // UNIFORM
|
|
GL_PIXEL_PACK_BUFFER, // PIXEL
|
|
};
|
|
|
|
constexpr static int MAX_VERTEX_ATTRIBS = 16;
|
|
|
|
template <typename _Left>
|
|
static inline void try_enable(GLenum target, _Left& opt)
|
|
{
|
|
#if defined(AX_ENABLE_STATE_GUARD)
|
|
if (opt.has_value() && opt.value())
|
|
return;
|
|
opt = true;
|
|
#endif
|
|
glEnable(target);
|
|
}
|
|
template <typename _Left>
|
|
static inline void try_disable(GLenum target, _Left& opt)
|
|
{
|
|
#if defined(AX_ENABLE_STATE_GUARD)
|
|
if (!opt.has_value() || !opt.value())
|
|
return;
|
|
opt = false;
|
|
#endif
|
|
glDisable(target);
|
|
}
|
|
template <typename _Func, typename _Left, typename _Right>
|
|
static inline void try_call(_Func&& func, _Left& opt, _Right&& v)
|
|
{
|
|
#if defined(AX_ENABLE_STATE_GUARD)
|
|
if (opt == v)
|
|
return;
|
|
opt = v;
|
|
#endif
|
|
func(v);
|
|
}
|
|
template <typename _Func, typename _Left, typename _Right, typename... _Args>
|
|
static inline void try_callf(_Func&& func, _Left& opt, _Right&& v, _Args&&... args)
|
|
{
|
|
#if defined(AX_ENABLE_STATE_GUARD)
|
|
if (opt == v)
|
|
return;
|
|
opt = v;
|
|
#endif
|
|
func(args...);
|
|
}
|
|
template <typename _Func, typename _Left, typename _Right>
|
|
static inline void try_callu(_Func&& func, GLenum target, _Left& opt, _Right&& v)
|
|
{
|
|
#if defined(AX_ENABLE_STATE_GUARD)
|
|
if (opt == v)
|
|
return;
|
|
opt = v;
|
|
#endif
|
|
func(target, v);
|
|
}
|
|
template <typename _Func, typename _Left, typename... _Args>
|
|
static inline void try_callx(_Func&& func, _Left& opt, _Args&&... args)
|
|
{
|
|
#if defined(AX_ENABLE_STATE_GUARD)
|
|
if (opt && (*opt).equals(args...))
|
|
return;
|
|
opt.emplace(args...);
|
|
#endif
|
|
func(args...);
|
|
}
|
|
|
|
template <typename _Func, typename _Left, typename... _Args>
|
|
static inline void try_callxu(_Func&& func, GLenum upvalue, _Left& opt, _Args&&... args)
|
|
{
|
|
#if defined(AX_ENABLE_STATE_GUARD)
|
|
if (opt && (*opt).equals(args...))
|
|
return;
|
|
opt.emplace(args...);
|
|
#endif
|
|
func(upvalue, args...);
|
|
}
|
|
|
|
using CullMode = backend::CullMode;
|
|
using Winding = backend::Winding;
|
|
using UtilsGL = backend::UtilsGL;
|
|
|
|
void viewport(const Viewport& v) { try_callf(glViewport, _viewPort, v, v.x, v.y, v.width, v.height); }
|
|
void winding(Winding v) { try_callf(glFrontFace, _winding, v, UtilsGL::toGLFrontFace(v)); }
|
|
void enableDepthTest() { try_enable(GL_DEPTH_TEST, _depthTest); }
|
|
void disableDepthTest() { try_disable(GL_DEPTH_TEST, _depthTest); }
|
|
void enableBlend() { try_enable(GL_BLEND, _blend); }
|
|
void disableBlend() { try_disable(GL_BLEND, _blend); }
|
|
void enableScissor(GLint x, GLint y, GLsizei width, GLsizei height)
|
|
{
|
|
try_enable(GL_SCISSOR_TEST, _scissor);
|
|
glScissor(x, y, width, height);
|
|
}
|
|
void disableScissor() { try_disable(GL_SCISSOR_TEST, _scissor); }
|
|
void lineWidth(float v) { try_call(glLineWidth, _lineWidth, v); }
|
|
void bindFrameBuffer(GLuint v) { try_callu(glBindFramebuffer, GL_FRAMEBUFFER, _frameBufferBind, v); }
|
|
void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
|
|
{
|
|
try_callx(glBlendEquationSeparate, _blendEquationSeparate, modeRGB, modeAlpha);
|
|
}
|
|
void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
|
|
{
|
|
try_callx(glBlendFuncSeparate, _blendFuncSeparate, sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
|
|
}
|
|
void colorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a)
|
|
{
|
|
try_callx(glColorMask, _colorMask, r, g, b, a);
|
|
}
|
|
void depthMask(GLboolean v) { try_call(glDepthMask, _depthMask, v); }
|
|
void depthFunc(GLenum v) { try_call(glDepthFunc, _depthFunc, v); }
|
|
void enableStencilTest() { try_enable(GL_STENCIL_TEST, _stencilTest); }
|
|
void disableStencilTest() { try_disable(GL_STENCIL_TEST, _stencilTest); }
|
|
void enableCullFace(GLenum mode)
|
|
{
|
|
try_enable(GL_CULL_FACE, _cullFace);
|
|
glCullFace(mode);
|
|
}
|
|
void disableCullFace() { try_disable(GL_CULL_FACE, _cullFace); }
|
|
void useProgram(GLuint v) { try_call(glUseProgram, _programBind, v); }
|
|
|
|
void stencilFunc(GLenum func, GLint ref, GLuint mask) { try_callx(glStencilFunc, _stencilFunc, func, ref, mask); }
|
|
|
|
void stencilFuncFront(GLenum func, GLint ref, GLuint mask)
|
|
{
|
|
try_callxu(glStencilFuncSeparate, GL_FRONT, _stencilFuncFront, func, ref, mask);
|
|
}
|
|
void stencilFuncBack(GLenum func, GLint ref, GLuint mask)
|
|
{
|
|
try_callxu(glStencilFuncSeparate, GL_BACK, _stencilFuncBack, func, ref, mask);
|
|
}
|
|
|
|
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass) { try_callx(glStencilOp, _stencilOp, fail, zfail, zpass); }
|
|
void stencilOpFront(GLenum fail, GLenum zfail, GLenum zpass)
|
|
{
|
|
try_callxu(glStencilOpSeparate, GL_FRONT, _stencilOpFront, fail, zfail, zpass);
|
|
}
|
|
void stencilOpBack(GLenum fail, GLenum zfail, GLenum zpass)
|
|
{
|
|
try_callxu(glStencilOpSeparate, GL_BACK, _stencilOpBack, fail, zfail, zpass);
|
|
}
|
|
|
|
void stencilMask(GLuint v) { try_call(glStencilMask, _stencilMask, v); }
|
|
void stencilMaskFront(GLuint v) { try_callu(glStencilMaskSeparate, GL_FRONT, _stencilMaskFront, v); }
|
|
void stencilMaskBack(GLuint v) { try_callu(glStencilMaskSeparate, GL_BACK, _stencilMaskBack, v); }
|
|
void activeTexture(GLenum v) { try_call(glActiveTexture, _activeTexture, v); }
|
|
void bindTexture(GLenum target, GLuint handle) { try_callx(glBindTexture, _textureBinding, target, handle); }
|
|
void deleteTexture(GLenum target, GLuint handle)
|
|
{
|
|
glDeleteTextures(1, &handle);
|
|
if (_textureBinding.has_value() && _textureBinding->handle == handle)
|
|
_textureBinding.reset();
|
|
}
|
|
GLenum bindBuffer(BufferType type, GLuint buffer)
|
|
{
|
|
auto target = BufferTargets[static_cast<int>(type)];
|
|
try_callu(glBindBuffer, target, _bufferBindings[static_cast<int>(type)], buffer);
|
|
return target;
|
|
}
|
|
void deleteBuffer(BufferType type, GLuint buffer)
|
|
{
|
|
glDeleteBuffers(1, &buffer);
|
|
if (_bufferBindings[static_cast<int>(type)] == buffer)
|
|
_bufferBindings[static_cast<int>(type)].reset();
|
|
}
|
|
void bindUniformBufferBase(GLuint index, GLuint handle)
|
|
{
|
|
try_callxu(glBindBufferBase, GL_UNIFORM_BUFFER, _uniformBufferState, index, handle);
|
|
}
|
|
|
|
// useful for multi GL context before GL context switch, reset VAO state
|
|
// VAO not share between context
|
|
// shareable: texture, uniform buffer
|
|
// not shareable: FBO, VAO(GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER)
|
|
void resetVAO()
|
|
{
|
|
_bufferBindings[static_cast<int>(BufferType::ARRAY_BUFFER)].reset();
|
|
_bufferBindings[static_cast<int>(BufferType::ELEMENT_ARRAY_BUFFER)].reset();
|
|
}
|
|
|
|
void enableVertexAttribArray(GLuint index)
|
|
{
|
|
const auto mask = 1 << index;
|
|
if (!(_attribBits & mask))
|
|
{
|
|
glEnableVertexAttribArray(index);
|
|
_attribBits |= mask;
|
|
}
|
|
}
|
|
|
|
void disableVertexAttribArray(GLuint index)
|
|
{
|
|
const auto mask = 1 << index;
|
|
if (_attribBits & mask)
|
|
{
|
|
glDisableVertexAttribArray(index);
|
|
_attribBits &= ~mask;
|
|
}
|
|
}
|
|
|
|
void disableUnusedVertexAttribs(uint32_t usedBits)
|
|
{
|
|
if (usedBits != _attribBits)
|
|
{
|
|
uint32_t unusedEnabledBits = _attribBits & ~usedBits;
|
|
#if defined(_DEBUG)
|
|
struct VertexBits
|
|
{
|
|
uint16_t bit0 : 1;
|
|
uint16_t bit1 : 1;
|
|
uint16_t bit2 : 1;
|
|
uint16_t bit3 : 1;
|
|
uint16_t bit4 : 1;
|
|
uint16_t bit5 : 1;
|
|
uint16_t bit6 : 1;
|
|
uint16_t bit7 : 1;
|
|
uint16_t bit8 : 1;
|
|
uint16_t bit9 : 1;
|
|
uint16_t bit10 : 1;
|
|
uint16_t bit11 : 1;
|
|
uint16_t bit12 : 1;
|
|
uint16_t bit13 : 1;
|
|
uint16_t bit14 : 1;
|
|
uint16_t bit15 : 1;
|
|
uint16_t reserved;
|
|
};
|
|
VertexBits *usedBitsDeb = reinterpret_cast<VertexBits*>(&usedBits),
|
|
*enabledBitsDeb = reinterpret_cast<VertexBits*>(&_attribBits),
|
|
*unusedEnabledBitsDeb = reinterpret_cast<VertexBits*>(&unusedEnabledBits);
|
|
#endif
|
|
for (auto i = 0; unusedEnabledBits && i < MAX_VERTEX_ATTRIBS; ++i)
|
|
{
|
|
if (unusedEnabledBits & 1)
|
|
disableVertexAttribArray(i);
|
|
unusedEnabledBits >>= 1;
|
|
}
|
|
|
|
assert(usedBits == _attribBits);
|
|
}
|
|
}
|
|
|
|
void setVertexAttribDivisor(GLuint index)
|
|
{
|
|
const auto mask = 1 << index;
|
|
if (!(_divisorBits & mask))
|
|
{
|
|
#if defined(__ANDROID__) && AX_GLES_PROFILE == 200
|
|
if (glVertexAttribDivisor)
|
|
glVertexAttribDivisor(index, 1);
|
|
#else
|
|
glVertexAttribDivisor(index, 1);
|
|
#endif
|
|
_divisorBits |= mask;
|
|
}
|
|
}
|
|
|
|
void unsetVertexAttribDivisor(GLuint index)
|
|
{
|
|
const auto mask = 1 << index;
|
|
if (_divisorBits & mask)
|
|
{
|
|
#if defined(__ANDROID__) && AX_GLES_PROFILE == 200
|
|
if (glVertexAttribDivisor)
|
|
glVertexAttribDivisor(index, 0);
|
|
#else
|
|
glVertexAttribDivisor(index, 0);
|
|
#endif
|
|
_divisorBits &= ~mask;
|
|
}
|
|
}
|
|
|
|
private:
|
|
uint32_t _attribBits{0}; // vertexAttribArray bitset
|
|
uint32_t _divisorBits{0}; // divisor bitset
|
|
std::optional<GLuint> _bufferBindings[(int)BufferType::COUNT];
|
|
|
|
std::optional<Viewport> _viewPort;
|
|
std::optional<Winding> _winding;
|
|
std::optional<bool> _depthTest;
|
|
std::optional<bool> _blend;
|
|
std::optional<bool> _scissor;
|
|
|
|
std::optional<float> _lineWidth;
|
|
std::optional<GLuint> _frameBufferBind;
|
|
std::optional<BlendEquationSeparateState> _blendEquationSeparate;
|
|
std::optional<BlendFuncSeparateState> _blendFuncSeparate;
|
|
std::optional<ColorMaskState> _colorMask;
|
|
std::optional<GLboolean> _depthMask;
|
|
std::optional<GLenum> _depthFunc;
|
|
std::optional<bool> _stencilTest;
|
|
std::optional<bool> _cullFace;
|
|
|
|
std::optional<GLuint> _programBind;
|
|
std::optional<StencilFuncState> _stencilFunc;
|
|
std::optional<StencilFuncState> _stencilFuncFront;
|
|
std::optional<StencilFuncState> _stencilFuncBack;
|
|
std::optional<StencilOperationState> _stencilOp;
|
|
std::optional<StencilOperationState> _stencilOpFront;
|
|
std::optional<StencilOperationState> _stencilOpBack;
|
|
std::optional<GLuint> _stencilMask;
|
|
std::optional<GLuint> _stencilMaskFront;
|
|
std::optional<GLuint> _stencilMaskBack;
|
|
std::optional<GLenum> _activeTexture;
|
|
std::optional<CommonBindState> _textureBinding;
|
|
std::optional<UniformBufferBaseBindState> _uniformBufferState;
|
|
};
|
|
|
|
AX_DLL extern OpenGLState* __gl;
|
|
|
|
NS_AX_BACKEND_END
|