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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // 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 "gfx/gl/gfxGLStateBlock.h"
- #include "gfx/gl/gfxGLDevice.h"
- #include "gfx/gl/gfxGLEnumTranslate.h"
- #include "gfx/gl/gfxGLUtils.h"
- #include "gfx/gl/gfxGLTextureObject.h"
- #include "core/crc.h"
- namespace DictHash
- {
- inline U32 hash(const GFXSamplerStateDesc &data)
- {
- return CRC::calculateCRC(&data, sizeof(GFXSamplerStateDesc));;
- }
- }
- GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) :
- mDesc(desc),
- mCachedHashValue(desc.getHashValue())
- {
- static Map<GFXSamplerStateDesc, U32> mSamplersMap;
- for(int i = 0; i < GFX_TEXTURE_STAGE_COUNT; ++i)
- {
- GLuint &id = mSamplerObjects[i];
- GFXSamplerStateDesc &ssd = mDesc.samplers[i];
- Map<GFXSamplerStateDesc, U32>::Iterator itr = mSamplersMap.find(ssd);
- if(itr == mSamplersMap.end())
- {
- glGenSamplers(1, &id);
- glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 1) );
- glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
- glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
- glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
- glSamplerParameteri(id, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
-
- //compare modes
- const bool comparison = ssd.samplerFunc != GFXCmpNever;
- glSamplerParameteri(id, GL_TEXTURE_COMPARE_MODE, comparison ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
- glSamplerParameteri(id, GL_TEXTURE_COMPARE_FUNC, GFXGLCmpFunc[ssd.samplerFunc]);
- if (static_cast< GFXGLDevice* >(GFX)->supportsAnisotropic())
- glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
- mSamplersMap[ssd] = id;
- }
- else
- id = itr->value;
- }
- }
- GFXGLStateBlock::~GFXGLStateBlock()
- {
- }
- /// Returns the hash value of the desc that created this block
- U32 GFXGLStateBlock::getHashValue() const
- {
- return mCachedHashValue;
- }
- /// Returns a GFXStateBlockDesc that this block represents
- const GFXStateBlockDesc& GFXGLStateBlock::getDesc() const
- {
- return mDesc;
- }
- /// Called by OpenGL device to active this state block.
- /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
- void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
- {
- PROFILE_SCOPE(GFXGLStateBlock_Activate);
- // Big scary warning copied from Apple docs
- // http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_performance/chapter_13_section_2.html#//apple_ref/doc/uid/TP40001987-CH213-SW12
- // Don't set a state that's already set. Once a feature is enabled, it does not need to be enabled again.
- // Calling an enable function more than once does nothing except waste time because OpenGL does not check
- // the state of a feature when you call glEnable or glDisable. For instance, if you call glEnable(GL_LIGHTING)
- // more than once, OpenGL does not check to see if the lighting state is already enabled. It simply updates
- // the state value even if that value is identical to the current value.
- #define STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state)
- #define TOGGLE_STATE(state, enum) if(mDesc.state) { glEnable(enum); } else { glDisable(enum); }
- #define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) { if(mDesc.state) { glEnable(enum); } else { glDisable(enum); }}
- // Blending
- CHECK_TOGGLE_STATE(blendEnable, GL_BLEND);
- if(STATE_CHANGE(blendSrc) || STATE_CHANGE(blendDest))
- glBlendFunc(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest]);
- if(STATE_CHANGE(blendOp))
- glBlendEquation(GFXGLBlendOp[mDesc.blendOp]);
- if (mDesc.separateAlphaBlendEnable == true)
- {
- if (STATE_CHANGE(separateAlphaBlendSrc) || STATE_CHANGE(separateAlphaBlendDest))
- glBlendFuncSeparate(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest], GFXGLBlend[mDesc.separateAlphaBlendSrc], GFXGLBlend[mDesc.separateAlphaBlendDest]);
- if (STATE_CHANGE(separateAlphaBlendOp))
- glBlendEquationSeparate(GFXGLBlendOp[mDesc.blendOp], GFXGLBlendOp[mDesc.separateAlphaBlendOp]);
- }
- // Color write masks
- if(STATE_CHANGE(colorWriteRed) || STATE_CHANGE(colorWriteBlue) || STATE_CHANGE(colorWriteGreen) || STATE_CHANGE(colorWriteAlpha))
- glColorMask(mDesc.colorWriteRed, mDesc.colorWriteBlue, mDesc.colorWriteGreen, mDesc.colorWriteAlpha);
-
- // Culling
- if(STATE_CHANGE(cullMode))
- {
- TOGGLE_STATE(cullMode, GL_CULL_FACE);
- glCullFace(GFXGLCullMode[mDesc.cullMode]);
- }
- // Depth
- CHECK_TOGGLE_STATE(zEnable, GL_DEPTH_TEST);
-
- if(STATE_CHANGE(zFunc))
- glDepthFunc(GFXGLCmpFunc[mDesc.zFunc]);
-
- if (STATE_CHANGE(zBias))
- {
- if (mDesc.zBias == 0)
- {
- glDisable(GL_POLYGON_OFFSET_FILL);
- }
- else
- {
- //this assumes 24bit depth
- const F32 depthMul = F32((1 << 24) - 1);
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(mDesc.zSlopeBias, mDesc.zBias * depthMul);
- }
- }
-
- if(STATE_CHANGE(zWriteEnable))
- glDepthMask(mDesc.zWriteEnable);
- // Stencil
- CHECK_TOGGLE_STATE(stencilEnable, GL_STENCIL_TEST);
- if(STATE_CHANGE(stencilFunc) || STATE_CHANGE(stencilRef) || STATE_CHANGE(stencilMask))
- glStencilFunc(GFXGLCmpFunc[mDesc.stencilFunc], mDesc.stencilRef, mDesc.stencilMask);
- if(STATE_CHANGE(stencilFailOp) || STATE_CHANGE(stencilZFailOp) || STATE_CHANGE(stencilPassOp))
- glStencilOp(GFXGLStencilOp[mDesc.stencilFailOp], GFXGLStencilOp[mDesc.stencilZFailOp], GFXGLStencilOp[mDesc.stencilPassOp]);
- if(STATE_CHANGE(stencilWriteMask))
- glStencilMask(mDesc.stencilWriteMask);
-
- if(STATE_CHANGE(fillMode))
- glPolygonMode(GL_FRONT_AND_BACK, GFXGLFillMode[mDesc.fillMode]);
- #undef CHECK_STATE
- #undef TOGGLE_STATE
- #undef CHECK_TOGGLE_STATE
- //sampler objects
- for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) GFX_TEXTURE_STAGE_COUNT); i++)
- {
- if(!oldState || oldState->mSamplerObjects[i] != mSamplerObjects[i])
- glBindSampler(i, mSamplerObjects[i] );
- }
- // TODO: states added for detail blend
- }
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