mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:24:07 +02:00
Introducing the gl state capture in order to resync the gpu::state with the true gl state
This commit is contained in:
parent
21b5d6f404
commit
ce659e6307
5 changed files with 307 additions and 12 deletions
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@ -256,8 +256,13 @@ protected:
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void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
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void do_setUniformTexture(Batch& batch, uint32 paramOffset);
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// Standard update pipeline check that the current Program and current State or good to go for a
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void updatePipeline();
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void resetPipelineState(State::Signature toBeReset);
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// Force to reset all the state fields indicated by the 'toBeReset" signature
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void resetPipelineState(State::Signature toBeReset);
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void syncPipelineStateCache();
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struct PipelineStageState {
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PipelinePointer _pipeline;
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@ -270,6 +275,7 @@ protected:
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GLState* _state;
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bool _invalidState;
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bool _needStateSync;
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PipelineStageState() :
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_pipeline(),
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@ -278,7 +284,8 @@ protected:
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_stateSignatureCache(0),
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_stateCache(State::DEFAULT),
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_state(nullptr),
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_invalidState(false)
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_invalidState(false),
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_needStateSync(true)
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{}
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} _pipeline;
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@ -64,6 +64,11 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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return;
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}
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if (_pipeline._needStateSync) {
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syncPipelineStateCache();
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_pipeline._needStateSync = false;
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}
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// null pipeline == reset
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if (!pipeline) {
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_pipeline._pipeline.reset();
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@ -223,8 +223,6 @@ GLBackend::GLState* GLBackend::syncGPUObject(const State& state) {
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}
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void GLBackend::resetPipelineState(State::Signature nextSignature) {
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auto currentNotSignature = ~_pipeline._stateSignatureCache;
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auto nextNotSignature = ~nextSignature;
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@ -237,6 +235,231 @@ void GLBackend::resetPipelineState(State::Signature nextSignature) {
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}
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}
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}
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}
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State::ComparisonFunction comparisonFuncFromGL(GLenum func) {
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if (func == GL_NEVER) {
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return State::NEVER;
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} else if (func == GL_LESS) {
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return State::LESS;
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} else if (func == GL_EQUAL) {
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return State::EQUAL;
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} else if (func == GL_LEQUAL) {
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return State::LESS_EQUAL;
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} else if (func == GL_GREATER) {
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return State::GREATER;
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} else if (func == GL_NOTEQUAL) {
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return State::NOT_EQUAL;
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} else if (func == GL_GEQUAL) {
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return State::GREATER_EQUAL;
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} else if (func == GL_ALWAYS) {
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return State::ALWAYS;
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}
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return State::ALWAYS;
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}
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State::StencilOp stencilOpFromGL(GLenum stencilOp) {
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if (stencilOp == GL_KEEP) {
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return State::STENCIL_OP_KEEP;
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} else if (stencilOp == GL_ZERO) {
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return State::STENCIL_OP_ZERO;
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} else if (stencilOp == GL_REPLACE) {
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return State::STENCIL_OP_REPLACE;
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} else if (stencilOp == GL_INCR_WRAP) {
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return State::STENCIL_OP_INCR_SAT;
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} else if (stencilOp == GL_DECR_WRAP) {
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return State::STENCIL_OP_DECR_SAT;
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} else if (stencilOp == GL_INVERT) {
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return State::STENCIL_OP_INVERT;
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} else if (stencilOp == GL_INCR) {
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return State::STENCIL_OP_INCR;
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} else if (stencilOp == GL_DECR) {
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return State::STENCIL_OP_DECR;
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}
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return State::STENCIL_OP_KEEP;
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}
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State::BlendOp blendOpFromGL(GLenum blendOp) {
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if (blendOp == GL_FUNC_ADD) {
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return State::BLEND_OP_ADD;
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} else if (blendOp == GL_FUNC_SUBTRACT) {
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return State::BLEND_OP_SUBTRACT;
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} else if (blendOp == GL_FUNC_REVERSE_SUBTRACT) {
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return State::BLEND_OP_REV_SUBTRACT;
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} else if (blendOp == GL_MIN) {
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return State::BLEND_OP_MIN;
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} else if (blendOp == GL_MAX) {
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return State::BLEND_OP_MAX;
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}
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return State::BLEND_OP_ADD;
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}
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State::BlendArg blendArgFromGL(GLenum blendArg) {
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if (blendArg == GL_ZERO) {
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return State::ZERO;
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} else if (blendArg == GL_ONE) {
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return State::ONE;
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} else if (blendArg == GL_SRC_COLOR) {
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return State::SRC_COLOR;
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} else if (blendArg == GL_ONE_MINUS_SRC_COLOR) {
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return State::INV_SRC_COLOR;
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} else if (blendArg == GL_DST_COLOR) {
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return State::DEST_COLOR;
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} else if (blendArg == GL_ONE_MINUS_DST_COLOR) {
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return State::INV_DEST_COLOR;
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} else if (blendArg == GL_SRC_ALPHA) {
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return State::SRC_ALPHA;
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} else if (blendArg == GL_ONE_MINUS_SRC_ALPHA) {
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return State::INV_SRC_ALPHA;
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} else if (blendArg == GL_DST_ALPHA) {
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return State::DEST_ALPHA;
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} else if (blendArg == GL_ONE_MINUS_DST_ALPHA) {
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return State::INV_DEST_ALPHA;
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} else if (blendArg == GL_CONSTANT_COLOR) {
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return State::FACTOR_COLOR;
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} else if (blendArg == GL_ONE_MINUS_CONSTANT_COLOR) {
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return State::INV_FACTOR_COLOR;
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} else if (blendArg == GL_CONSTANT_ALPHA) {
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return State::FACTOR_ALPHA;
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} else if (blendArg == GL_ONE_MINUS_CONSTANT_ALPHA) {
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return State::INV_FACTOR_ALPHA;
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}
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return State::ONE;
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}
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void GLBackend::syncPipelineStateCache() {
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State::Cache state;
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{
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GLint modes[2];
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glGetIntegerv(GL_POLYGON_MODE, modes);
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if (modes[0] == GL_FILL) {
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state.fillMode = State::FILL_FACE;
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} else {
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if (modes[0] == GL_LINE) {
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state.fillMode = State::FILL_LINE;
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} else {
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state.fillMode = State::FILL_POINT;
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}
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}
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}
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{
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if (glIsEnabled(GL_CULL_FACE)) {
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GLint mode;
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glGetIntegerv(GL_CULL_FACE_MODE, &mode);
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state.cullMode = (mode == GL_FRONT ? State::CULL_FRONT : State::CULL_BACK);
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} else {
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state.cullMode = State::CULL_NONE;
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}
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}
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{
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GLint winding;
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glGetIntegerv(GL_FRONT_FACE, &winding);
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state.frontFaceClockwise = (winding == GL_CW);
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state.depthClipEnable = glIsEnabled(GL_DEPTH_CLAMP);
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state.scissorEnable = glIsEnabled(GL_SCISSOR_TEST);
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state.multisampleEnable = glIsEnabled(GL_MULTISAMPLE);
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state.antialisedLineEnable = glIsEnabled(GL_LINE_SMOOTH);
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}
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{
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if (glIsEnabled(GL_POLYGON_OFFSET_FILL)) {
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glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &state.depthBiasSlopeScale);
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glGetFloatv(GL_POLYGON_OFFSET_UNITS, &state.depthBias);
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}
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}
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{
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GLboolean isEnabled = glIsEnabled(GL_DEPTH_TEST);
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GLboolean writeMask;
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glGetBooleanv(GL_DEPTH_WRITEMASK, &writeMask);
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GLint func;
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glGetIntegerv(GL_DEPTH_FUNC, &func);
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state.depthTest = State::DepthTest(isEnabled, writeMask, comparisonFuncFromGL(func));
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}
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{
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GLboolean isEnabled = glIsEnabled(GL_STENCIL_TEST);
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GLint frontWriteMask;
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GLint frontReadMask;
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GLint frontRef;
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GLint frontFail;
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GLint frontDepthFail;
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GLint frontPass;
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GLint frontFunc;
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glGetIntegerv(GL_STENCIL_WRITEMASK, &frontWriteMask);
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glGetIntegerv(GL_STENCIL_VALUE_MASK, &frontReadMask);
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glGetIntegerv(GL_STENCIL_REF, &frontRef);
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glGetIntegerv(GL_STENCIL_FAIL, &frontFail);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &frontDepthFail);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &frontPass);
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glGetIntegerv(GL_STENCIL_FUNC, &frontFunc);
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GLint backWriteMask;
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GLint backReadMask;
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GLint backRef;
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GLint backFail;
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GLint backDepthFail;
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GLint backPass;
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GLint backFunc;
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glGetIntegerv(GL_STENCIL_BACK_WRITEMASK, &backWriteMask);
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glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, &backReadMask);
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glGetIntegerv(GL_STENCIL_BACK_REF, &backRef);
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glGetIntegerv(GL_STENCIL_BACK_FAIL, &backFail);
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glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &backDepthFail);
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glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &backPass);
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glGetIntegerv(GL_STENCIL_BACK_FUNC, &backFunc);
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state.stencilActivation = State::StencilActivation(isEnabled, frontWriteMask, backWriteMask);
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state.stencilTestFront = State::StencilTest(frontRef, frontReadMask, comparisonFuncFromGL(frontFunc), stencilOpFromGL(frontFail), stencilOpFromGL(frontDepthFail), stencilOpFromGL(frontPass));
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state.stencilTestBack = State::StencilTest(backRef, backReadMask, comparisonFuncFromGL(backFunc), stencilOpFromGL(backFail), stencilOpFromGL(backDepthFail), stencilOpFromGL(backPass));
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}
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{
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GLint mask;
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glGetIntegerv(GL_SAMPLE_COVERAGE, &mask);
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state.sampleMask = mask;
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}
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{
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state.alphaToCoverageEnable = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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{
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GLboolean isEnabled = glIsEnabled(GL_BLEND);
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GLint srcRGB;
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GLint srcA;
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GLint dstRGB;
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GLint dstA;
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glGetIntegerv(GL_BLEND_SRC_RGB, &srcRGB);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &srcA);
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glGetIntegerv(GL_BLEND_DST_RGB, &dstRGB);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &dstA);
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GLint opRGB;
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GLint opA;
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &opRGB);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &opA);
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state.blendFunction = State::BlendFunction(false,
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blendArgFromGL(srcRGB), blendOpFromGL(opRGB), blendArgFromGL(dstRGB),
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blendArgFromGL(srcA), blendOpFromGL(opA), blendArgFromGL(dstA));
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}
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{
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GLboolean mask[4];
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glGetBooleanv(GL_COLOR_WRITEMASK, mask);
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state.colorWriteMask = (mask[0] ? State::WRITE_RED : 0)
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| (mask[1] ? State::WRITE_GREEN : 0)
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| (mask[2] ? State::WRITE_BLUE : 0)
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| (mask[3] ? State::WRITE_ALPHA : 0);
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}
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CHECK_GL_ERROR();
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State::Signature signature = State::evalSignature(state);
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_pipeline._stateCache = state;
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_pipeline._stateSignatureCache = signature;
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}
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static GLenum GL_COMPARISON_FUNCTIONS[] = {
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@ -21,3 +21,61 @@ State::~State() {
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}
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const State::Cache State::DEFAULT = State::Cache();
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State::Signature State::evalSignature(const Cache& state) {
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Signature signature(0);
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if (state.fillMode != State::DEFAULT.fillMode) {
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signature.set(State::FILL_MODE);
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}
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if (state.cullMode != State::DEFAULT.cullMode) {
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signature.set(State::CULL_MODE);
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}
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if (state.frontFaceClockwise != State::DEFAULT.frontFaceClockwise) {
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signature.set(State::FRONT_FACE_CLOCKWISE);
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}
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if (state.depthClipEnable != State::DEFAULT.depthClipEnable) {
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signature.set(State::DEPTH_CLIP_ENABLE);
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}
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if (state.scissorEnable != State::DEFAULT.scissorEnable) {
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signature.set(State::SCISSOR_ENABLE);
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}
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if (state.multisampleEnable != State::DEFAULT.multisampleEnable) {
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signature.set(State::MULTISAMPLE_ENABLE);
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}
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if (state.antialisedLineEnable != State::DEFAULT.antialisedLineEnable) {
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signature.set(State::ANTIALISED_LINE_ENABLE);
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}
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if (state.depthBias != State::DEFAULT.depthBias) {
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signature.set(State::DEPTH_BIAS);
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}
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if (state.depthBiasSlopeScale != State::DEFAULT.depthBiasSlopeScale) {
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signature.set(State::DEPTH_BIAS_SLOPE_SCALE);
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}
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if (state.depthTest != State::DEFAULT.depthTest) {
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signature.set(State::DEPTH_TEST);
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}
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if (state.stencilActivation != State::DEFAULT.stencilActivation) {
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signature.set(State::STENCIL_ACTIVATION);
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}
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if (state.stencilTestFront != State::DEFAULT.stencilTestFront) {
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signature.set(State::STENCIL_TEST_FRONT);
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}
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if (state.stencilTestBack != State::DEFAULT.stencilTestBack) {
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signature.set(State::STENCIL_TEST_BACK);
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}
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if (state.sampleMask != State::DEFAULT.sampleMask) {
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signature.set(State::SAMPLE_MASK);
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}
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if (state.alphaToCoverageEnable != State::DEFAULT.alphaToCoverageEnable) {
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signature.set(State::ALPHA_TO_COVERAGE_ENABLE);
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}
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if (state.blendFunction != State::DEFAULT.blendFunction) {
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signature.set(State::BLEND_FUNCTION);
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}
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if (state.colorWriteMask != State::DEFAULT.colorWriteMask) {
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signature.set(State::COLOR_WRITE_MASK);
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}
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return signature;
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}
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@ -125,8 +125,8 @@ public:
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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DepthTest(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const DepthTest& right) { return getRaw() == right.getRaw(); }
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bool operator!= (const DepthTest& right) { return getRaw() != right.getRaw(); }
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bool operator== (const DepthTest& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const DepthTest& right) const { return getRaw() != right.getRaw(); }
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};
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class StencilTest {
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@ -157,8 +157,8 @@ public:
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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StencilTest(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const StencilTest& right) { return getRaw() == right.getRaw(); }
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bool operator!= (const StencilTest& right) { return getRaw() != right.getRaw(); }
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bool operator== (const StencilTest& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const StencilTest& right) const { return getRaw() != right.getRaw(); }
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};
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class StencilActivation {
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@ -176,8 +176,8 @@ public:
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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StencilActivation(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const StencilActivation& right) { return getRaw() == right.getRaw(); }
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bool operator!= (const StencilActivation& right) { return getRaw() != right.getRaw(); }
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bool operator== (const StencilActivation& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const StencilActivation& right) const { return getRaw() != right.getRaw(); }
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};
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class BlendFunction {
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@ -217,8 +217,8 @@ public:
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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BlendFunction(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const BlendFunction& right) { return getRaw() == right.getRaw(); }
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bool operator!= (const BlendFunction& right) { return getRaw() != right.getRaw(); }
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bool operator== (const BlendFunction& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const BlendFunction& right) const { return getRaw() != right.getRaw(); }
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};
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// The Cache class is the full explicit description of the State class fields value.
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@ -400,6 +400,8 @@ public:
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Signature getSignature() const { return _signature; }
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static Signature evalSignature(const Cache& state);
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protected:
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State(const State& state);
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State& operator=(const State& state);
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