axmol/core/renderer/backend/opengl/OpenGLState.h

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 clearVertexAttribDivisor(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