mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-14 14:01:06 +00:00
554 lines
21 KiB
C++
554 lines
21 KiB
C++
/******************************************************************************
|
|
* The MIT License (MIT)
|
|
*
|
|
* Copyright (c) 2014 Crytek
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
* of this software and associated documentation files (the "Software"), to deal
|
|
* in the Software without restriction, including without limitation the rights
|
|
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
* copies of the Software, and to permit persons to whom the Software is
|
|
* furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included in
|
|
* all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
* THE SOFTWARE.
|
|
******************************************************************************/
|
|
|
|
#include "gl_renderstate.h"
|
|
|
|
GLRenderState::GLRenderState(const GLHookSet *funcs, Serialiser *ser)
|
|
: m_Real(funcs)
|
|
, m_pSerialiser(ser)
|
|
{
|
|
Clear();
|
|
}
|
|
|
|
GLRenderState::~GLRenderState()
|
|
{
|
|
}
|
|
|
|
void GLRenderState::FetchState()
|
|
{
|
|
// TODO check GL_MAX_*
|
|
// TODO check the extensions/core version for these is around
|
|
|
|
{
|
|
GLenum pnames[eEnabled_Count] =
|
|
{
|
|
eGL_CLIP_DISTANCE0,
|
|
eGL_CLIP_DISTANCE1,
|
|
eGL_CLIP_DISTANCE2,
|
|
eGL_CLIP_DISTANCE3,
|
|
eGL_CLIP_DISTANCE4,
|
|
eGL_CLIP_DISTANCE5,
|
|
eGL_CLIP_DISTANCE6,
|
|
eGL_CLIP_DISTANCE7,
|
|
eGL_COLOR_LOGIC_OP,
|
|
eGL_CULL_FACE,
|
|
eGL_DEPTH_CLAMP,
|
|
eGL_DEPTH_TEST,
|
|
eGL_DITHER,
|
|
eGL_FRAMEBUFFER_SRGB,
|
|
eGL_LINE_SMOOTH,
|
|
eGL_MULTISAMPLE,
|
|
eGL_POLYGON_SMOOTH,
|
|
eGL_POLYGON_OFFSET_FILL,
|
|
eGL_POLYGON_OFFSET_LINE,
|
|
eGL_POLYGON_OFFSET_POINT,
|
|
eGL_PROGRAM_POINT_SIZE,
|
|
eGL_PRIMITIVE_RESTART,
|
|
eGL_SAMPLE_ALPHA_TO_COVERAGE,
|
|
eGL_SAMPLE_ALPHA_TO_ONE,
|
|
eGL_SAMPLE_COVERAGE,
|
|
eGL_SAMPLE_MASK,
|
|
eGL_SCISSOR_TEST,
|
|
eGL_STENCIL_TEST,
|
|
eGL_TEXTURE_CUBE_MAP_SEAMLESS,
|
|
};
|
|
|
|
for(GLuint i=0; i < eEnabled_Count; i++)
|
|
Enabled[i] = (m_Real->glIsEnabled(pnames[i]) == GL_TRUE);
|
|
}
|
|
|
|
m_Real->glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&ActiveTexture);
|
|
|
|
// TODO fetch bindings for other types than 2D
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Tex2D); i++)
|
|
{
|
|
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
|
|
m_Real->glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&Tex2D[i]);
|
|
}
|
|
|
|
m_Real->glActiveTexture(ActiveTexture);
|
|
|
|
m_Real->glGetIntegerv(eGL_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Array]);
|
|
m_Real->glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Copy_Read]);
|
|
m_Real->glGetIntegerv(eGL_COPY_WRITE_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Copy_Write]);
|
|
m_Real->glGetIntegerv(eGL_DRAW_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Draw_Indirect]);
|
|
m_Real->glGetIntegerv(eGL_DISPATCH_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Dispatch_Indirect]);
|
|
m_Real->glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Element_Array]);
|
|
m_Real->glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Pixel_Pack]);
|
|
m_Real->glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Pixel_Unpack]);
|
|
m_Real->glGetIntegerv(eGL_QUERY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Query]);
|
|
m_Real->glGetIntegerv(eGL_TEXTURE_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Texture]);
|
|
|
|
struct { IdxRangeBuffer *bufs; int count; GLenum binding; GLenum start; GLenum size; } idxBufs[] =
|
|
{
|
|
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), eGL_ATOMIC_COUNTER_BUFFER_BINDING, eGL_ATOMIC_COUNTER_BUFFER_START, eGL_ATOMIC_COUNTER_BUFFER_SIZE, },
|
|
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), eGL_SHADER_STORAGE_BUFFER_BINDING, eGL_SHADER_STORAGE_BUFFER_START, eGL_SHADER_STORAGE_BUFFER_SIZE, },
|
|
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), eGL_TRANSFORM_FEEDBACK_BUFFER_BINDING, eGL_TRANSFORM_FEEDBACK_BUFFER_START, eGL_TRANSFORM_FEEDBACK_BUFFER_SIZE, },
|
|
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER_BINDING, eGL_UNIFORM_BUFFER_START, eGL_UNIFORM_BUFFER_SIZE, },
|
|
};
|
|
|
|
for(GLuint b=0; b < (GLuint)ARRAY_COUNT(idxBufs); b++)
|
|
{
|
|
for(int i=0; i < idxBufs[b].count; i++)
|
|
{
|
|
m_Real->glGetIntegeri_v(idxBufs[b].binding, i, (GLint*)&idxBufs[b].bufs[i].name);
|
|
m_Real->glGetInteger64i_v(idxBufs[b].start, i, (GLint64*)&idxBufs[b].bufs[i].start);
|
|
m_Real->glGetInteger64i_v(idxBufs[b].size, i, (GLint64*)&idxBufs[b].bufs[i].size);
|
|
}
|
|
}
|
|
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++)
|
|
{
|
|
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_RGB, i, (GLint*)&Blends[i].EquationRGB);
|
|
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_ALPHA, i, (GLint*)&Blends[i].EquationAlpha);
|
|
|
|
m_Real->glGetIntegeri_v(eGL_BLEND_SRC_RGB, i, (GLint*)&Blends[i].SourceRGB);
|
|
m_Real->glGetIntegeri_v(eGL_BLEND_SRC_ALPHA, i, (GLint*)&Blends[i].SourceAlpha);
|
|
|
|
m_Real->glGetIntegeri_v(eGL_BLEND_DST_RGB, i, (GLint*)&Blends[i].DestinationRGB);
|
|
m_Real->glGetIntegeri_v(eGL_BLEND_DST_ALPHA, i, (GLint*)&Blends[i].DestinationAlpha);
|
|
|
|
Blends[i].Enabled = (m_Real->glIsEnabledi(eGL_BLEND, i) == GL_TRUE);
|
|
}
|
|
|
|
m_Real->glGetFloatv(eGL_BLEND_COLOR, &BlendColor[0]);
|
|
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Viewports); i++)
|
|
m_Real->glGetFloati_v(eGL_VIEWPORT, i, &Viewports[i].x);
|
|
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Scissors); i++)
|
|
m_Real->glGetIntegeri_v(eGL_SCISSOR_BOX, i, &Scissors[i].x);
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(DrawBuffers); i++)
|
|
m_Real->glGetIntegerv(GLenum(eGL_DRAW_BUFFER0 + i), (GLint *)&DrawBuffers[i]);
|
|
|
|
m_Real->glGetIntegerv(eGL_FRAGMENT_SHADER_DERIVATIVE_HINT, (GLint *)&Hints.Derivatives);
|
|
m_Real->glGetIntegerv(eGL_LINE_SMOOTH_HINT, (GLint *)&Hints.LineSmooth);
|
|
m_Real->glGetIntegerv(eGL_POLYGON_SMOOTH_HINT, (GLint *)&Hints.PolySmooth);
|
|
m_Real->glGetIntegerv(eGL_TEXTURE_COMPRESSION_HINT, (GLint *)&Hints.TexCompression);
|
|
|
|
m_Real->glGetBooleanv(eGL_DEPTH_WRITEMASK, &DepthWriteMask);
|
|
m_Real->glGetFloatv(eGL_DEPTH_CLEAR_VALUE, &DepthClearValue);
|
|
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DepthRanges); i++)
|
|
m_Real->glGetDoublei_v(eGL_DEPTH_RANGE, i, &DepthRanges[i].nearZ);
|
|
|
|
m_Real->glGetDoublev(eGL_DEPTH_BOUNDS_TEST_EXT, &DepthBounds.nearZ);
|
|
|
|
{
|
|
m_Real->glGetIntegerv(eGL_STENCIL_FUNC, (GLint *)&StencilFront.func);
|
|
m_Real->glGetIntegerv(eGL_STENCIL_BACK_FUNC, (GLint *)&StencilBack.func);
|
|
|
|
m_Real->glGetIntegerv(eGL_STENCIL_REF, (GLint *)&StencilFront.ref);
|
|
m_Real->glGetIntegerv(eGL_STENCIL_BACK_REF, (GLint *)&StencilBack.ref);
|
|
|
|
GLint maskval;
|
|
m_Real->glGetIntegerv(eGL_STENCIL_VALUE_MASK, &maskval); StencilFront.valuemask = uint8_t(maskval&0xff);
|
|
m_Real->glGetIntegerv(eGL_STENCIL_BACK_VALUE_MASK, &maskval); StencilBack.valuemask = uint8_t(maskval&0xff);
|
|
|
|
m_Real->glGetIntegerv(eGL_STENCIL_WRITEMASK, &maskval); StencilFront.writemask = uint8_t(maskval&0xff);
|
|
m_Real->glGetIntegerv(eGL_STENCIL_BACK_WRITEMASK, &maskval); StencilBack.writemask = uint8_t(maskval&0xff);
|
|
|
|
m_Real->glGetIntegerv(eGL_STENCIL_FAIL, (GLint *)&StencilFront.stencilFail);
|
|
m_Real->glGetIntegerv(eGL_STENCIL_BACK_FAIL, (GLint *)&StencilBack.stencilFail);
|
|
|
|
m_Real->glGetIntegerv(eGL_STENCIL_PASS_DEPTH_FAIL, (GLint *)&StencilFront.depthFail);
|
|
m_Real->glGetIntegerv(eGL_STENCIL_BACK_PASS_DEPTH_FAIL, (GLint *)&StencilBack.depthFail);
|
|
|
|
m_Real->glGetIntegerv(eGL_STENCIL_PASS_DEPTH_PASS, (GLint *)&StencilFront.pass);
|
|
m_Real->glGetIntegerv(eGL_STENCIL_BACK_PASS_DEPTH_PASS, (GLint *)&StencilBack.pass);
|
|
}
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
|
|
m_Real->glGetBooleanv(eGL_COLOR_WRITEMASK, &ColorMasks[i].red);
|
|
|
|
m_Real->glGetIntegeri_v(eGL_SAMPLE_MASK_VALUE, 0, (GLint *)&SampleMask[0]);
|
|
|
|
m_Real->glGetFloatv(eGL_COLOR_CLEAR_VALUE, &ColorClearValue.red);
|
|
|
|
m_Real->glGetIntegerv(eGL_PATCH_VERTICES, &PatchParams.numVerts);
|
|
m_Real->glGetFloatv(eGL_PATCH_DEFAULT_INNER_LEVEL, &PatchParams.defaultInnerLevel[0]);
|
|
m_Real->glGetFloatv(eGL_PATCH_DEFAULT_OUTER_LEVEL, &PatchParams.defaultOuterLevel[0]);
|
|
|
|
{
|
|
GLenum dummy[2];
|
|
// docs suggest this is enumeration[2] even though polygon mode can't be set independently for front
|
|
// and back faces.
|
|
m_Real->glGetIntegerv(eGL_POLYGON_MODE, (GLint *)&dummy);
|
|
PolygonMode = dummy[0];
|
|
}
|
|
|
|
m_Real->glGetFloatv(eGL_POLYGON_OFFSET_FACTOR, &PolygonOffset[0]);
|
|
m_Real->glGetFloatv(eGL_POLYGON_OFFSET_UNITS, &PolygonOffset[1]);
|
|
|
|
m_Real->glGetIntegerv(eGL_FRONT_FACE, (GLint *)&FrontFace);
|
|
m_Real->glGetIntegerv(eGL_CULL_FACE_MODE, (GLint *)&CullFace);
|
|
}
|
|
|
|
void GLRenderState::ApplyState()
|
|
{
|
|
{
|
|
GLenum pnames[eEnabled_Count] =
|
|
{
|
|
eGL_CLIP_DISTANCE0,
|
|
eGL_CLIP_DISTANCE1,
|
|
eGL_CLIP_DISTANCE2,
|
|
eGL_CLIP_DISTANCE3,
|
|
eGL_CLIP_DISTANCE4,
|
|
eGL_CLIP_DISTANCE5,
|
|
eGL_CLIP_DISTANCE6,
|
|
eGL_CLIP_DISTANCE7,
|
|
eGL_COLOR_LOGIC_OP,
|
|
eGL_CULL_FACE,
|
|
eGL_DEPTH_CLAMP,
|
|
eGL_DEPTH_TEST,
|
|
eGL_DITHER,
|
|
eGL_FRAMEBUFFER_SRGB,
|
|
eGL_LINE_SMOOTH,
|
|
eGL_MULTISAMPLE,
|
|
eGL_POLYGON_SMOOTH,
|
|
eGL_POLYGON_OFFSET_FILL,
|
|
eGL_POLYGON_OFFSET_LINE,
|
|
eGL_POLYGON_OFFSET_POINT,
|
|
eGL_PROGRAM_POINT_SIZE,
|
|
eGL_PRIMITIVE_RESTART,
|
|
eGL_SAMPLE_ALPHA_TO_COVERAGE,
|
|
eGL_SAMPLE_ALPHA_TO_ONE,
|
|
eGL_SAMPLE_COVERAGE,
|
|
eGL_SAMPLE_MASK,
|
|
eGL_SCISSOR_TEST,
|
|
eGL_STENCIL_TEST,
|
|
eGL_TEXTURE_CUBE_MAP_SEAMLESS,
|
|
};
|
|
|
|
for(GLuint i=0; i < eEnabled_Count; i++)
|
|
if(Enabled[i]) m_Real->glEnable(pnames[i]); else m_Real->glDisable(pnames[i]);
|
|
}
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
|
|
{
|
|
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
|
|
m_Real->glBindTexture(eGL_TEXTURE_2D, Tex2D[i]);
|
|
}
|
|
|
|
m_Real->glActiveTexture(ActiveTexture);
|
|
|
|
m_Real->glBindBuffer(eGL_ARRAY_BUFFER, BufferBindings[eBufIdx_Array]);
|
|
m_Real->glBindBuffer(eGL_COPY_READ_BUFFER, BufferBindings[eBufIdx_Copy_Read]);
|
|
m_Real->glBindBuffer(eGL_COPY_WRITE_BUFFER, BufferBindings[eBufIdx_Copy_Write]);
|
|
m_Real->glBindBuffer(eGL_DRAW_INDIRECT_BUFFER, BufferBindings[eBufIdx_Draw_Indirect]);
|
|
m_Real->glBindBuffer(eGL_DISPATCH_INDIRECT_BUFFER, BufferBindings[eBufIdx_Dispatch_Indirect]);
|
|
m_Real->glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, BufferBindings[eBufIdx_Element_Array]);
|
|
m_Real->glBindBuffer(eGL_PIXEL_PACK_BUFFER, BufferBindings[eBufIdx_Pixel_Pack]);
|
|
m_Real->glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, BufferBindings[eBufIdx_Pixel_Unpack]);
|
|
m_Real->glBindBuffer(eGL_QUERY_BUFFER, BufferBindings[eBufIdx_Query]);
|
|
m_Real->glBindBuffer(eGL_TEXTURE_BUFFER, BufferBindings[eBufIdx_Texture]);
|
|
|
|
struct { IdxRangeBuffer *bufs; int count; GLenum binding; } idxBufs[] =
|
|
{
|
|
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), eGL_ATOMIC_COUNTER_BUFFER, },
|
|
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), eGL_SHADER_STORAGE_BUFFER, },
|
|
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), eGL_TRANSFORM_FEEDBACK_BUFFER, },
|
|
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER, },
|
|
};
|
|
|
|
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
|
|
for(int i=0; i < idxBufs[b].count; i++)
|
|
{
|
|
if(idxBufs[b].bufs[i].name == 0 ||
|
|
(idxBufs[b].bufs[i].start == 0 && idxBufs[b].bufs[i].size == 0)
|
|
)
|
|
m_Real->glBindBufferBase(idxBufs[b].binding, i, idxBufs[b].bufs[i].name);
|
|
else
|
|
m_Real->glBindBufferRange(idxBufs[b].binding, i, idxBufs[b].bufs[i].name, (GLintptr)idxBufs[b].bufs[i].start, (GLsizeiptr)idxBufs[b].bufs[i].size);
|
|
}
|
|
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++)
|
|
{
|
|
m_Real->glBlendFuncSeparatei(i, Blends[i].SourceRGB, Blends[i].DestinationRGB, Blends[i].DestinationRGB, Blends[i].DestinationAlpha);
|
|
m_Real->glBlendEquationSeparatei(i, Blends[i].EquationRGB, Blends[i].EquationAlpha);
|
|
|
|
if(Blends[i].Enabled)
|
|
m_Real->glEnablei(eGL_BLEND, i);
|
|
else
|
|
m_Real->glDisablei(eGL_BLEND, i);
|
|
}
|
|
|
|
m_Real->glBlendColor(BlendColor[0], BlendColor[1], BlendColor[2], BlendColor[3]);
|
|
|
|
m_Real->glViewportArrayv(0, ARRAY_COUNT(Viewports), &Viewports[0].x);
|
|
|
|
m_Real->glScissorArrayv(0, ARRAY_COUNT(Scissors), &Scissors[0].x);
|
|
|
|
GLenum DBs[8] = { eGL_UNKNOWN_ENUM };
|
|
uint32_t numDBs = 0;
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DrawBuffers); i++)
|
|
{
|
|
if(DrawBuffers[i] != eGL_NONE)
|
|
{
|
|
numDBs++;
|
|
DBs[i] = DrawBuffers[i];
|
|
|
|
// since we are faking the default framebuffer with our own
|
|
// to see the results, replace back/front/left/right with color attachment 0
|
|
if(DBs[i] == eGL_BACK_LEFT || DBs[i] == eGL_BACK_RIGHT ||
|
|
DBs[i] == eGL_FRONT_LEFT || DBs[i] == eGL_FRONT_RIGHT)
|
|
DBs[i] = eGL_COLOR_ATTACHMENT0;
|
|
|
|
// These aren't valid for glDrawBuffers but can be returned when we call glGet,
|
|
// assume they mean left implicitly
|
|
if(DBs[i] == eGL_BACK ||
|
|
DBs[i] == eGL_FRONT)
|
|
DBs[i] = eGL_COLOR_ATTACHMENT0;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
m_Real->glDrawBuffers(numDBs, DBs);
|
|
|
|
m_Real->glHint(eGL_FRAGMENT_SHADER_DERIVATIVE_HINT, Hints.Derivatives);
|
|
m_Real->glHint(eGL_LINE_SMOOTH_HINT, Hints.LineSmooth);
|
|
m_Real->glHint(eGL_POLYGON_SMOOTH_HINT, Hints.PolySmooth);
|
|
m_Real->glHint(eGL_TEXTURE_COMPRESSION_HINT, Hints.TexCompression);
|
|
|
|
m_Real->glDepthMask(DepthWriteMask);
|
|
m_Real->glClearDepth(DepthClearValue);
|
|
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DepthRanges); i++)
|
|
{
|
|
double v[2] = { DepthRanges[i].nearZ, DepthRanges[i].farZ };
|
|
m_Real->glDepthRangeArrayv(i, 1, v);
|
|
}
|
|
|
|
m_Real->glDepthBoundsEXT(DepthBounds.nearZ, DepthBounds.farZ);
|
|
|
|
{
|
|
m_Real->glStencilFuncSeparate(eGL_FRONT, StencilFront.func, StencilFront.ref, StencilFront.valuemask);
|
|
m_Real->glStencilFuncSeparate(eGL_BACK, StencilBack.func, StencilBack.ref, StencilBack.valuemask);
|
|
|
|
m_Real->glStencilMaskSeparate(eGL_FRONT, StencilFront.writemask);
|
|
m_Real->glStencilMaskSeparate(eGL_BACK, StencilBack.writemask);
|
|
|
|
m_Real->glStencilOpSeparate(eGL_FRONT, StencilFront.stencilFail, StencilFront.depthFail, StencilFront.pass);
|
|
m_Real->glStencilOpSeparate(eGL_BACK, StencilBack.stencilFail, StencilBack.depthFail, StencilBack.pass);
|
|
}
|
|
|
|
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(ColorMasks); i++)
|
|
m_Real->glColorMaski(i, ColorMasks[i].red, ColorMasks[i].green, ColorMasks[i].blue, ColorMasks[i].alpha);
|
|
|
|
m_Real->glSampleMaski(0, (GLbitfield)SampleMask[0]);
|
|
|
|
m_Real->glClearColor(ColorClearValue.red, ColorClearValue.green, ColorClearValue.blue, ColorClearValue.alpha);
|
|
|
|
m_Real->glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts);
|
|
m_Real->glPatchParameterfv(eGL_PATCH_DEFAULT_INNER_LEVEL, PatchParams.defaultInnerLevel);
|
|
m_Real->glPatchParameterfv(eGL_PATCH_DEFAULT_OUTER_LEVEL, PatchParams.defaultOuterLevel);
|
|
|
|
m_Real->glPolygonMode(eGL_FRONT_AND_BACK, PolygonMode);
|
|
m_Real->glPolygonOffset(PolygonOffset[0], PolygonOffset[1]);
|
|
|
|
m_Real->glFrontFace(FrontFace);
|
|
m_Real->glCullFace(CullFace);
|
|
}
|
|
|
|
void GLRenderState::Clear()
|
|
{
|
|
RDCEraseEl(Enabled);
|
|
|
|
RDCEraseEl(Tex2D);
|
|
RDCEraseEl(ActiveTexture);
|
|
RDCEraseEl(BufferBindings);
|
|
RDCEraseEl(AtomicCounter);
|
|
RDCEraseEl(ShaderStorage);
|
|
RDCEraseEl(TransformFeedback);
|
|
RDCEraseEl(UniformBinding);
|
|
RDCEraseEl(Blends);
|
|
RDCEraseEl(BlendColor);
|
|
RDCEraseEl(Viewports);
|
|
RDCEraseEl(Scissors);
|
|
|
|
RDCEraseEl(PatchParams);
|
|
RDCEraseEl(PolygonMode);
|
|
RDCEraseEl(PolygonOffset);
|
|
|
|
RDCEraseEl(DepthWriteMask);
|
|
RDCEraseEl(DepthClearValue);
|
|
RDCEraseEl(DepthRanges);
|
|
RDCEraseEl(DepthBounds);
|
|
RDCEraseEl(StencilFront);
|
|
RDCEraseEl(StencilBack);
|
|
RDCEraseEl(ColorMasks);
|
|
RDCEraseEl(SampleMask);
|
|
RDCEraseEl(ColorClearValue);
|
|
|
|
RDCEraseEl(Hints);
|
|
RDCEraseEl(FrontFace);
|
|
RDCEraseEl(CullFace);
|
|
}
|
|
|
|
void GLRenderState::Serialise(LogState state, void *ctx, GLResourceManager *rm)
|
|
{
|
|
// TODO check GL_MAX_*
|
|
|
|
m_pSerialiser->Serialise<eEnabled_Count>("GL_ENABLED", Enabled);
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
|
|
{
|
|
ResourceId ID = ResourceId();
|
|
if(state >= WRITING) ID = rm->GetID(TextureRes(ctx, Tex2D[i]));
|
|
m_pSerialiser->Serialise("GL_TEXTURE_BINDING_2D", ID);
|
|
if(state < WRITING && ID != ResourceId()) Tex2D[i] = rm->GetLiveResource(ID).name;
|
|
}
|
|
|
|
m_pSerialiser->Serialise("GL_ACTIVE_TEXTURE", ActiveTexture);
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(BufferBindings); i++)
|
|
{
|
|
ResourceId ID = ResourceId();
|
|
if(state >= WRITING) ID = rm->GetID(BufferRes(ctx, BufferBindings[i]));
|
|
m_pSerialiser->Serialise("GL_BUFFER_BINDING", ID);
|
|
if(state < WRITING && ID != ResourceId()) BufferBindings[i] = rm->GetLiveResource(ID).name;
|
|
}
|
|
|
|
struct { IdxRangeBuffer *bufs; int count; } idxBufs[] =
|
|
{
|
|
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), },
|
|
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), },
|
|
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), },
|
|
{ UniformBinding, ARRAY_COUNT(UniformBinding), },
|
|
};
|
|
|
|
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
|
|
{
|
|
for(int i=0; i < idxBufs[b].count; i++)
|
|
{
|
|
ResourceId ID = ResourceId();
|
|
if(state >= WRITING) ID = rm->GetID(BufferRes(ctx, idxBufs[b].bufs[i].name));
|
|
m_pSerialiser->Serialise("BUFFER_BINDING", ID);
|
|
if(state < WRITING && ID != ResourceId()) idxBufs[b].bufs[i].name = rm->GetLiveResource(ID).name;
|
|
|
|
m_pSerialiser->Serialise("BUFFER_START", idxBufs[b].bufs[i].start);
|
|
m_pSerialiser->Serialise("BUFFER_SIZE", idxBufs[b].bufs[i].size);
|
|
}
|
|
}
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
|
|
{
|
|
m_pSerialiser->Serialise("GL_BLEND_EQUATION_RGB", Blends[i].EquationRGB);
|
|
m_pSerialiser->Serialise("GL_BLEND_EQUATION_ALPHA", Blends[i].EquationAlpha);
|
|
|
|
m_pSerialiser->Serialise("GL_BLEND_SRC_RGB", Blends[i].SourceRGB);
|
|
m_pSerialiser->Serialise("GL_BLEND_SRC_ALPHA", Blends[i].SourceAlpha);
|
|
|
|
m_pSerialiser->Serialise("GL_BLEND_DST_RGB", Blends[i].DestinationRGB);
|
|
m_pSerialiser->Serialise("GL_BLEND_DST_ALPHA", Blends[i].DestinationAlpha);
|
|
|
|
m_pSerialiser->Serialise("GL_BLEND", Blends[i].Enabled);
|
|
}
|
|
|
|
m_pSerialiser->Serialise<4>("GL_BLEND_COLOR", BlendColor);
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(Viewports); i++)
|
|
{
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.x", Viewports[i].x);
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.y", Viewports[i].y);
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.w", Viewports[i].width);
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.h", Viewports[i].height);
|
|
}
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(Scissors); i++)
|
|
{
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.x", Scissors[i].x);
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.y", Scissors[i].y);
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.w", Scissors[i].width);
|
|
m_pSerialiser->Serialise("GL_VIEWPORT.h", Scissors[i].height);
|
|
}
|
|
|
|
m_pSerialiser->Serialise<8>("GL_DRAWBUFFERS", DrawBuffers);
|
|
|
|
m_pSerialiser->Serialise("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", Hints.Derivatives);
|
|
m_pSerialiser->Serialise("GL_LINE_SMOOTH_HINT", Hints.LineSmooth);
|
|
m_pSerialiser->Serialise("GL_POLYGON_SMOOTH_HINT", Hints.PolySmooth);
|
|
m_pSerialiser->Serialise("GL_TEXTURE_COMPRESSION_HINT", Hints.TexCompression);
|
|
|
|
m_pSerialiser->Serialise("GL_DEPTH_WRITEMASK", DepthWriteMask);
|
|
m_pSerialiser->Serialise("GL_DEPTH_CLEAR_VALUE", DepthClearValue);
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
|
|
{
|
|
m_pSerialiser->Serialise("GL_DEPTH_RANGE.near", DepthRanges[i].nearZ);
|
|
m_pSerialiser->Serialise("GL_DEPTH_RANGE.far", DepthRanges[i].farZ);
|
|
}
|
|
|
|
{
|
|
m_pSerialiser->Serialise("GL_DEPTH_BOUNDS_EXT.near", DepthBounds.nearZ);
|
|
m_pSerialiser->Serialise("GL_DEPTH_BOUNDS_EXT.far", DepthBounds.farZ);
|
|
}
|
|
|
|
{
|
|
m_pSerialiser->Serialise("GL_STENCIL_FUNC", StencilFront.func);
|
|
m_pSerialiser->Serialise("GL_STENCIL_BACK_FUNC", StencilBack.func);
|
|
|
|
m_pSerialiser->Serialise("GL_STENCIL_REF", StencilFront.ref);
|
|
m_pSerialiser->Serialise("GL_STENCIL_BACK_REF", StencilBack.ref);
|
|
|
|
m_pSerialiser->Serialise("GL_STENCIL_VALUE_MASK", StencilFront.valuemask);
|
|
m_pSerialiser->Serialise("GL_STENCIL_BACK_VALUE_MASK", StencilBack.valuemask);
|
|
|
|
m_pSerialiser->Serialise("GL_STENCIL_WRITEMASK", StencilFront.writemask);
|
|
m_pSerialiser->Serialise("GL_STENCIL_BACK_WRITEMASK", StencilBack.writemask);
|
|
|
|
m_pSerialiser->Serialise("GL_STENCIL_FAIL", StencilFront.stencilFail);
|
|
m_pSerialiser->Serialise("GL_STENCIL_BACK_FAIL", StencilBack.stencilFail);
|
|
|
|
m_pSerialiser->Serialise("GL_STENCIL_PASS_DEPTH_FAIL", StencilFront.depthFail);
|
|
m_pSerialiser->Serialise("GL_STENCIL_BACK_PASS_DEPTH_FAIL", StencilBack.depthFail);
|
|
|
|
m_pSerialiser->Serialise("GL_STENCIL_PASS_DEPTH_PASS", StencilFront.pass);
|
|
m_pSerialiser->Serialise("GL_STENCIL_BACK_PASS_DEPTH_PASS", StencilBack.pass);
|
|
}
|
|
|
|
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
|
|
m_pSerialiser->Serialise<4>("GL_COLOR_WRITEMASK", &ColorMasks[i].red);
|
|
|
|
m_pSerialiser->Serialise<2>("GL_SAMPLE_MASK_VALUE", &SampleMask[0]);
|
|
|
|
m_pSerialiser->Serialise<4>("GL_COLOR_CLEAR_VALUE", &ColorClearValue.red);
|
|
|
|
{
|
|
m_pSerialiser->Serialise("GL_PATCH_VERTICES", PatchParams.numVerts);
|
|
m_pSerialiser->Serialise<2>("GL_PATCH_DEFAULT_INNER_LEVEL", &PatchParams.defaultInnerLevel[0]);
|
|
m_pSerialiser->Serialise<4>("GL_PATCH_DEFAULT_OUTER_LEVEL", &PatchParams.defaultOuterLevel[0]);
|
|
}
|
|
|
|
m_pSerialiser->Serialise("GL_POLYGON_MODE", PolygonMode);
|
|
m_pSerialiser->Serialise("GL_POLYGON_OFFSET_FACTOR", PolygonOffset[0]);
|
|
m_pSerialiser->Serialise("GL_POLYGON_OFFSET_UNITS", PolygonOffset[1]);
|
|
|
|
m_pSerialiser->Serialise("GL_FRONT_FACE", FrontFace);
|
|
m_pSerialiser->Serialise("GL_CULL_FACE_MODE", CullFace);
|
|
}
|