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

@ -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;