Add UBO/BlendEquation/BlendFunc to GL state manager

This commit is contained in:
wheremyfoodat 2024-07-17 01:32:55 +03:00
parent 219a560cbe
commit a4ec770587
3 changed files with 67 additions and 7 deletions

View file

@ -40,9 +40,13 @@ struct GLStateManager {
GLuint boundVAO;
GLuint boundVBO;
GLuint currentProgram;
GLuint boundUBO;
GLenum depthFunc;
GLenum logicOp;
GLenum blendEquationRGB, blendEquationAlpha;
GLenum blendFuncSourceRGB, blendFuncSourceAlpha;
GLenum blendFuncDestRGB, blendFuncDestAlpha;
void reset();
void resetBlend();
@ -51,7 +55,7 @@ struct GLStateManager {
void resetColourMask();
void resetDepth();
void resetVAO();
void resetVBO();
void resetBuffers();
void resetProgram();
void resetScissor();
void resetStencil();
@ -183,6 +187,13 @@ struct GLStateManager {
}
}
void bindUBO(GLuint handle) {
if (boundUBO != handle) {
boundUBO = handle;
glBindBuffer(GL_UNIFORM_BUFFER, boundUBO);
}
}
void bindVAO(const OpenGL::VertexArray& vao) { bindVAO(vao.handle()); }
void bindVBO(const OpenGL::VertexBuffer& vbo) { bindVBO(vbo.handle()); }
void useProgram(const OpenGL::Program& program) { useProgram(program.handle()); }
@ -224,6 +235,41 @@ struct GLStateManager {
}
void setDepthFunc(OpenGL::DepthFunc func) { setDepthFunc(static_cast<GLenum>(func)); }
// Counterpart to glBlendEquationSeparate
void setBlendEquation(GLenum modeRGB, GLenum modeAlpha) {
if (blendEquationRGB != modeRGB || blendEquationAlpha != modeAlpha) {
blendEquationRGB = modeRGB;
blendEquationAlpha = modeAlpha;
glBlendEquationSeparate(modeRGB, modeAlpha);
}
}
// Counterpart to glBlendFuncSeparate
void setBlendFunc(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) {
if (blendFuncSourceRGB != sourceRGB || blendFuncDestRGB != destRGB || blendFuncSourceAlpha != sourceAlpha ||
blendFuncDestAlpha != destAlpha) {
blendFuncSourceRGB = sourceRGB;
blendFuncDestRGB = destRGB;
blendFuncSourceAlpha = sourceAlpha;
blendFuncDestAlpha = destAlpha;
glBlendFuncSeparate(sourceRGB, destRGB,sourceAlpha, destAlpha);
}
}
// Counterpart to regular glBlendEquation
void setBlendEquation(GLenum mode) { setBlendEquation(mode, mode); }
void setBlendEquation(OpenGL::BlendEquation modeRGB, OpenGL::BlendEquation modeAlpha) {
setBlendEquation(static_cast<GLenum>(modeRGB), static_cast<GLenum>(modeAlpha));
}
void setBlendEquation(OpenGL::BlendEquation mode) {
setBlendEquation(static_cast<GLenum>(mode));
}
};
static_assert(std::is_trivially_constructible<GLStateManager>(), "OpenGL State Manager class is not trivially constructible!");

View file

@ -5,9 +5,20 @@ void GLStateManager::resetBlend() {
logicOpEnabled = false;
logicOp = GL_COPY;
blendEquationRGB = GL_FUNC_ADD;
blendEquationAlpha = GL_FUNC_ADD;
blendFuncSourceRGB = GL_SRC_COLOR;
blendFuncDestRGB = GL_DST_COLOR;
blendFuncSourceAlpha = GL_SRC_ALPHA;
blendFuncDestAlpha = GL_DST_ALPHA;
OpenGL::disableBlend();
OpenGL::disableLogicOp();
OpenGL::setLogicOp(GL_COPY);
glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha);
glBlendFuncSeparate(blendFuncSourceRGB, blendFuncDestRGB, blendFuncSourceAlpha, blendFuncDestAlpha);
}
void GLStateManager::resetClearing() {
@ -61,9 +72,12 @@ void GLStateManager::resetVAO() {
glBindVertexArray(0);
}
void GLStateManager::resetVBO() {
void GLStateManager::resetBuffers() {
boundVBO = 0;
boundUBO = 0;
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void GLStateManager::resetProgram() {
@ -79,7 +93,7 @@ void GLStateManager::reset() {
resetDepth();
resetVAO();
resetVBO();
resetBuffers();
resetProgram();
resetScissor();
resetStencil();

View file

@ -229,8 +229,8 @@ void RendererGL::setupBlending() {
OpenGL::setBlendColor(float(r) / 255.f, float(g) / 255.f, float(b) / 255.f, float(a) / 255.f);
// Translate equations and funcs to their GL equivalents and set them
glBlendEquationSeparate(blendingEquations[rgbEquation], blendingEquations[alphaEquation]);
glBlendFuncSeparate(blendingFuncs[rgbSourceFunc], blendingFuncs[rgbDestFunc], blendingFuncs[alphaSourceFunc], blendingFuncs[alphaDestFunc]);
gl.setBlendEquation(blendingEquations[rgbEquation], blendingEquations[alphaEquation]);
gl.setBlendFunc(blendingFuncs[rgbSourceFunc], blendingFuncs[rgbDestFunc], blendingFuncs[alphaSourceFunc], blendingFuncs[alphaDestFunc]);
}
}
@ -821,7 +821,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
// Allocate memory for the program UBO
glGenBuffers(1, &programEntry.uboBinding);
glBindBuffer(GL_UNIFORM_BUFFER, programEntry.uboBinding);
gl.bindUBO(programEntry.uboBinding);
glBufferData(GL_UNIFORM_BUFFER, sizeof(PICA::FragmentUniforms), nullptr, GL_DYNAMIC_DRAW);
// Set up the binding for our UBO. Sadly we can't specify it in the shader like normal people,
@ -869,7 +869,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
vec[3] = float((color >> 24) & 0xFF) / 255.0f;
}
glBindBuffer(GL_UNIFORM_BUFFER, programEntry.uboBinding);
gl.bindUBO(programEntry.uboBinding);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(PICA::FragmentUniforms), &uniforms);
return program;