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https://github.com/wheremyfoodat/Panda3DS.git
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* Renderer: Add prepareForDraw callback * Add fmt submodule and port shader decompiler instructions to it * Add shader acceleration setting * Hook up vertex shaders to shader cache * Shader decompiler: Fix redundant compilations * Shader Decompiler: Fix vertex attribute upload * Shader compiler: Simplify generated code for reading and faster compilation * Further simplify shader decompiler output * Shader decompiler: More smallen-ing * Shader decompiler: Get PICA uniforms uploaded to the GPU * Shader decompiler: Readd clipping * Shader decompiler: Actually `break` on control flow instructions * Shader decompiler: More control flow handling * Shader decompiler: Fix desitnation mask * Shader Decomp: Remove pair member capture in lambda (unsupported on NDK) * Disgusting changes to handle the fact that hw shader shaders are 2x as big * Shader decompiler: Implement proper output semantic mapping * Moar instructions * Shader decompiler: Add FLR/SLT/SLTI/SGE/SGEI * Shader decompiler: Add register indexing * Shader decompiler: Optimize mova with both x and y masked * Shader decompiler: Add DPH/DPHI * Fix shader caching being broken * PICA decompiler: Cache VS uniforms * Simply vertex cache code * Simplify vertex cache code * Shader decompiler: Add loops * Shader decompiler: Implement safe multiplication * Shader decompiler: Implement LG2/EX2 * Shader decompiler: More control flow * Shader decompiler: Fix JMPU condition * Shader decompiler: Convert main function to void * PICA: Start implementing GPU vertex fetch * More hw VAO work * More hw VAO work * More GPU vertex fetch code * Add GL Stream Buffer from Duckstation * GL: Actually upload data to stream buffers * GPU: Cleanup immediate mode handling * Get first renders working with accelerated draws * Shader decompiler: Fix control flow analysis bugs * HW shaders: Accelerate indexed draws * Shader decompiler: Add support for compilation errors * GLSL decompiler: Fall back for LITP * Add Renderdoc scope classes * Fix control flow analysis bug * HW shaders: Fix attribute fetch * Rewriting hw vertex fetch * Stream buffer: Fix copy-paste mistake * HW shaders: Fix indexed rendering * HW shaders: Add padding attributes * HW shaders: Avoid redundant glVertexAttrib4f calls * HW shaders: Fix loops * HW shaders: Make generated shaders slightly smaller * Fix libretro build * HW shaders: Fix android * Remove redundant ubershader checks * Set accelerate shader default to true * Shader decompiler: Don't declare VS input attributes as an array * Change ubuntu-latest to Ubuntu 24.04 because Microsoft screwed up their CI again * fix merge conflict bug
97 lines
No EOL
2 KiB
C++
97 lines
No EOL
2 KiB
C++
#include "renderer_gl/gl_state.hpp"
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void GLStateManager::resetBlend() {
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blendEnabled = false;
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logicOpEnabled = false;
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logicOp = GL_COPY;
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blendEquationRGB = GL_FUNC_ADD;
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blendEquationAlpha = GL_FUNC_ADD;
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blendFuncSourceRGB = GL_SRC_COLOR;
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blendFuncDestRGB = GL_DST_COLOR;
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blendFuncSourceAlpha = GL_SRC_ALPHA;
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blendFuncDestAlpha = GL_DST_ALPHA;
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OpenGL::disableBlend();
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OpenGL::disableLogicOp();
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OpenGL::setLogicOp(GL_COPY);
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glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha);
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glBlendFuncSeparate(blendFuncSourceRGB, blendFuncDestRGB, blendFuncSourceAlpha, blendFuncDestAlpha);
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}
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void GLStateManager::resetClearing() {
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clearRed = 0.f;
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clearBlue = 0.f;
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clearGreen = 0.f;
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clearAlpha = 1.f;
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OpenGL::setClearColor(clearRed, clearBlue, clearGreen, clearAlpha);
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}
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void GLStateManager::resetClipping() {
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// Disable all (supported) clip planes
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enabledClipPlanes = 0;
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for (int i = 0; i < clipPlaneCount; i++) {
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OpenGL::disableClipPlane(i);
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}
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}
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void GLStateManager::resetColourMask() {
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redMask = greenMask = blueMask = alphaMask = true;
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OpenGL::setColourMask(redMask, greenMask, blueMask, alphaMask);
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}
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void GLStateManager::resetDepth() {
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depthEnabled = false;
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depthMask = true;
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depthFunc = GL_LESS;
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OpenGL::disableDepth();
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OpenGL::setDepthMask(true);
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OpenGL::setDepthFunc(OpenGL::DepthFunc::Less);
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}
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void GLStateManager::resetScissor() {
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scissorEnabled = false;
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OpenGL::disableScissor();
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OpenGL::setScissor(0, 0, 0, 0);
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}
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void GLStateManager::resetStencil() {
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stencilEnabled = false;
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stencilMask = 0xff;
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OpenGL::disableStencil();
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OpenGL::setStencilMask(0xff);
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}
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void GLStateManager::resetVAO() {
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boundVAO = 0;
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glBindVertexArray(0);
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}
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void GLStateManager::resetBuffers() {
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boundUBO = 0;
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void GLStateManager::resetProgram() {
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currentProgram = 0;
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glUseProgram(0);
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}
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void GLStateManager::reset() {
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resetBlend();
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resetClearing();
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resetClipping();
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resetColourMask();
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resetDepth();
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resetVAO();
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resetBuffers();
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resetProgram();
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resetScissor();
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resetStencil();
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} |