mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-24 02:29:20 +01:00
OpenGL: Add support for Sampler Objects to state tracker
This commit is contained in:
parent
cd817be922
commit
ec28f037e6
@ -37,6 +37,30 @@ public:
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
||||
class OGLSampler : private NonCopyable {
|
||||
public:
|
||||
OGLSampler() = default;
|
||||
OGLSampler(OGLSampler&& o) { std::swap(handle, o.handle); }
|
||||
~OGLSampler() { Release(); }
|
||||
OGLSampler& operator=(OGLSampler&& o) { std::swap(handle, o.handle); return *this; }
|
||||
|
||||
/// Creates a new internal OpenGL resource and stores the handle
|
||||
void Create() {
|
||||
if (handle != 0) return;
|
||||
glGenSamplers(1, &handle);
|
||||
}
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release() {
|
||||
if (handle == 0) return;
|
||||
glDeleteSamplers(1, &handle);
|
||||
OpenGLState::ResetSampler(handle);
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
||||
class OGLShader : private NonCopyable {
|
||||
public:
|
||||
OGLShader() = default;
|
||||
|
@ -44,6 +44,7 @@ OpenGLState::OpenGLState() {
|
||||
|
||||
for (auto& texture_unit : texture_units) {
|
||||
texture_unit.texture_2d = 0;
|
||||
texture_unit.sampler = 0;
|
||||
}
|
||||
|
||||
draw.framebuffer = 0;
|
||||
@ -154,10 +155,13 @@ void OpenGLState::Apply() {
|
||||
}
|
||||
|
||||
// Textures
|
||||
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
|
||||
if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
|
||||
glActiveTexture(GL_TEXTURE0 + texture_index);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
|
||||
for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
|
||||
if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
|
||||
}
|
||||
if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
|
||||
glBindSampler(i, texture_units[i].sampler);
|
||||
}
|
||||
}
|
||||
|
||||
@ -192,6 +196,14 @@ void OpenGLState::ResetTexture(GLuint id) {
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ResetSampler(GLuint id) {
|
||||
for (auto& unit : cur_state.texture_units) {
|
||||
if (unit.sampler == id) {
|
||||
unit.sampler = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ResetProgram(GLuint id) {
|
||||
if (cur_state.draw.shader_program == id) {
|
||||
cur_state.draw.shader_program = 0;
|
||||
|
@ -57,6 +57,7 @@ public:
|
||||
// 3 texture units - one for each that is used in PICA fragment shader emulation
|
||||
struct {
|
||||
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
|
||||
GLuint sampler; // GL_SAMPLER_BINDING
|
||||
} texture_units[3];
|
||||
|
||||
struct {
|
||||
@ -77,6 +78,7 @@ public:
|
||||
void Apply();
|
||||
|
||||
static void ResetTexture(GLuint id);
|
||||
static void ResetSampler(GLuint id);
|
||||
static void ResetProgram(GLuint id);
|
||||
static void ResetBuffer(GLuint id);
|
||||
static void ResetVertexArray(GLuint id);
|
||||
|
Loading…
Reference in New Issue
Block a user