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synced 2024-11-27 20:14:17 +01:00
OpenGL: Add support for Sampler Objects to state tracker
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@ -37,6 +37,30 @@ public:
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GLuint handle = 0;
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};
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class OGLSampler : private NonCopyable {
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public:
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OGLSampler() = default;
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OGLSampler(OGLSampler&& o) { std::swap(handle, o.handle); }
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~OGLSampler() { Release(); }
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OGLSampler& operator=(OGLSampler&& o) { std::swap(handle, o.handle); return *this; }
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/// Creates a new internal OpenGL resource and stores the handle
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void Create() {
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if (handle != 0) return;
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glGenSamplers(1, &handle);
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}
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/// Deletes the internal OpenGL resource
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void Release() {
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if (handle == 0) return;
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glDeleteSamplers(1, &handle);
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OpenGLState::ResetSampler(handle);
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handle = 0;
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}
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GLuint handle = 0;
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};
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class OGLShader : private NonCopyable {
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public:
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OGLShader() = default;
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@ -44,6 +44,7 @@ OpenGLState::OpenGLState() {
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for (auto& texture_unit : texture_units) {
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texture_unit.texture_2d = 0;
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texture_unit.sampler = 0;
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}
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draw.framebuffer = 0;
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@ -154,10 +155,13 @@ void OpenGLState::Apply() {
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}
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// Textures
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for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
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if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + texture_index);
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glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
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for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
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if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
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}
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if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
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glBindSampler(i, texture_units[i].sampler);
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}
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}
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@ -192,6 +196,14 @@ void OpenGLState::ResetTexture(GLuint id) {
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}
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}
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void OpenGLState::ResetSampler(GLuint id) {
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for (auto& unit : cur_state.texture_units) {
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if (unit.sampler == id) {
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unit.sampler = 0;
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}
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}
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}
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void OpenGLState::ResetProgram(GLuint id) {
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if (cur_state.draw.shader_program == id) {
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cur_state.draw.shader_program = 0;
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@ -57,6 +57,7 @@ public:
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// 3 texture units - one for each that is used in PICA fragment shader emulation
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struct {
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_units[3];
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struct {
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@ -77,6 +78,7 @@ public:
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void Apply();
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static void ResetTexture(GLuint id);
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static void ResetSampler(GLuint id);
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static void ResetProgram(GLuint id);
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static void ResetBuffer(GLuint id);
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static void ResetVertexArray(GLuint id);
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