axmol/cocos/renderer/ccGLStateCache.cpp

280 lines
7.3 KiB
C++

/****************************************************************************
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"
#include "renderer/CCGLProgram.h"
#include "renderer/CCRenderState.h"
#include "base/CCDirector.h"
#include "base/ccConfig.h"
#include "base/CCConfiguration.h"
NS_CC_BEGIN
static const int MAX_ATTRIBUTES = 16;
static const int MAX_ACTIVE_TEXTURE = 16;
namespace
{
static GLuint s_currentProjectionMatrix = -1;
static uint32_t s_attributeFlags = 0; // 32 attributes max
#if CC_ENABLE_GL_STATE_CACHE
static GLuint s_currentShaderProgram = -1;
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 )
{
Director::getInstance()->resetMatrixStack();
s_currentProjectionMatrix = -1;
s_attributeFlags = 0;
#if CC_ENABLE_GL_STATE_CACHE
s_currentShaderProgram = -1;
for( int i=0; i < MAX_ACTIVE_TEXTURE; i++ )
{
s_currentBoundTexture[i] = -1;
}
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
}
static void SetBlending(GLenum sfactor, GLenum dfactor)
{
if (sfactor == GL_ONE && dfactor == GL_ZERO)
{
glDisable(GL_BLEND);
RenderState::StateBlock::_defaultState->setBlend(false);
}
else
{
glEnable(GL_BLEND);
glBlendFunc(sfactor, dfactor);
RenderState::StateBlock::_defaultState->setBlend(true);
RenderState::StateBlock::_defaultState->setBlendSrc((RenderState::Blend)sfactor);
RenderState::StateBlock::_defaultState->setBlendDst((RenderState::Blend)dfactor);
}
}
void blendFunc(GLenum sfactor, GLenum dfactor)
{
#if CC_ENABLE_GL_STATE_CACHE
if (sfactor != s_blendingSource || dfactor != s_blendingDest)
{
s_blendingSource = sfactor;
s_blendingDest = dfactor;
SetBlending(sfactor, dfactor);
}
#else
SetBlending( sfactor, dfactor );
#endif // CC_ENABLE_GL_STATE_CACHE
}
void blendResetToCache(void)
{
glBlendEquation(GL_FUNC_ADD);
#if CC_ENABLE_GL_STATE_CACHE
SetBlending(s_blendingSource, s_blendingDest);
#else
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);
}
}
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
CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big");
if (s_currentBoundTexture[textureUnit] != textureId)
{
s_currentBoundTexture[textureUnit] = textureId;
activeTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(textureType, textureId);
}
#else
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(textureType, textureId);
#endif
}
void deleteTexture(GLuint textureId)
{
#if CC_ENABLE_GL_STATE_CACHE
for (size_t i = 0; i < MAX_ACTIVE_TEXTURE; ++i)
{
if (s_currentBoundTexture[i] == textureId)
{
s_currentBoundTexture[i] = -1;
}
}
#endif // CC_ENABLE_GL_STATE_CACHE
glDeleteTextures(1, &textureId);
}
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())
{
#if CC_ENABLE_GL_STATE_CACHE
if (s_VAO != vaoId)
{
s_VAO = vaoId;
glBindVertexArray(vaoId);
}
#else
glBindVertexArray(vaoId);
#endif // CC_ENABLE_GL_STATE_CACHE
}
}
// GL Vertex Attrib functions
void enableVertexAttribs(uint32_t flags)
{
bindVAO(0);
// hardcoded!
for(int i=0; i < MAX_ATTRIBUTES; i++) {
unsigned int bit = 1 << i;
//FIXME:Cache is disabled, try to enable cache as before
bool enabled = (flags & bit) != 0;
bool enabledBefore = (s_attributeFlags & bit) != 0;
if(enabled != enabledBefore)
{
if( enabled )
glEnableVertexAttribArray(i);
else
glDisableVertexAttribArray(i);
}
}
s_attributeFlags = flags;
}
// GL Uniforms functions
void setProjectionMatrixDirty( void )
{
s_currentProjectionMatrix = -1;
}
} // Namespace GL
NS_CC_END