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https://github.com/Lime3DS/Lime3DS.git
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gl_state: add pipeline state
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parent
48869c768f
commit
4f9b9c4b80
@ -71,6 +71,7 @@ OpenGLState::OpenGLState() {
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draw.vertex_buffer = 0;
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draw.vertex_buffer = 0;
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draw.uniform_buffer = 0;
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draw.uniform_buffer = 0;
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draw.shader_program = 0;
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draw.shader_program = 0;
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draw.program_pipeline = 0;
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scissor.enabled = false;
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scissor.enabled = false;
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scissor.x = 0;
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scissor.x = 0;
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@ -282,6 +283,11 @@ void OpenGLState::Apply() const {
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glUseProgram(draw.shader_program);
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glUseProgram(draw.shader_program);
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}
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}
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// Program pipeline
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if (draw.program_pipeline != cur_state.draw.program_pipeline) {
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glBindProgramPipeline(draw.program_pipeline);
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}
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// Scissor test
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// Scissor test
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if (scissor.enabled != cur_state.scissor.enabled) {
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if (scissor.enabled != cur_state.scissor.enabled) {
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if (scissor.enabled) {
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if (scissor.enabled) {
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@ -360,6 +366,13 @@ OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
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return *this;
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return *this;
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}
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}
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OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
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if (draw.program_pipeline == handle) {
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draw.program_pipeline = 0;
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}
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return *this;
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}
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OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
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OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
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if (draw.vertex_buffer == handle) {
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if (draw.vertex_buffer == handle) {
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draw.vertex_buffer = 0;
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draw.vertex_buffer = 0;
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@ -128,6 +128,7 @@ public:
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GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
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GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
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GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
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GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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} draw;
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struct {
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struct {
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@ -161,6 +162,7 @@ public:
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OpenGLState& ResetTexture(GLuint handle);
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OpenGLState& ResetTexture(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetBuffer(GLuint handle);
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OpenGLState& ResetBuffer(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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