mirror of
https://github.com/nillerusr/source-engine.git
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2436 lines
81 KiB
C++
2436 lines
81 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// glmgr.h
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// singleton class, common basis for managing GL contexts
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// responsible for tracking adapters and contexts
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//
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//===============================================================================
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#ifndef GLMGR_H
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#define GLMGR_H
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#pragma once
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#undef HAVE_GL_ARB_SYNC
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#ifndef OSX
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#define HAVE_GL_ARB_SYNC 1
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#endif
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#include "glbase.h"
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#include "glentrypoints.h"
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#include "glmdebug.h"
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#include "glmdisplay.h"
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#include "glmgrext.h"
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#include "glmgrbasics.h"
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#include "cglmtex.h"
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#include "cglmfbo.h"
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#include "cglmprogram.h"
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#include "cglmbuffer.h"
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#include "cglmquery.h"
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#include "tier0/tslist.h"
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#include "tier0/vprof_telemetry.h"
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#include "materialsystem/IShader.h"
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#include "dxabstract_types.h"
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#include "tier0/icommandline.h"
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#undef FORCEINLINE
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#define FORCEINLINE inline
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//===============================================================================
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#define GLM_OPENGL_VENDOR_ID 1
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#define GLM_OPENGL_DEFAULT_DEVICE_ID 1
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#define GLM_OPENGL_LOW_PERF_DEVICE_ID 2
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extern void GLMDebugPrintf( const char *pMsg, ... );
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extern uint g_nTotalDrawsOrClears, g_nTotalVBLockBytes, g_nTotalIBLockBytes;
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#if GL_TELEMETRY_GPU_ZONES
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struct TelemetryGPUStats_t
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{
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uint m_nTotalBufferLocksAndUnlocks;
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uint m_nTotalTexLocksAndUnlocks;
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uint m_nTotalBlit2;
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uint m_nTotalResolveTex;
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uint m_nTotalPresent;
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inline void Clear() { memset( this, 0, sizeof( *this ) ); }
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inline uint GetTotal() const { return m_nTotalBufferLocksAndUnlocks + m_nTotalTexLocksAndUnlocks + m_nTotalBlit2 + m_nTotalResolveTex + m_nTotalPresent; }
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};
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extern TelemetryGPUStats_t g_TelemetryGPUStats;
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#endif
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struct GLMRect;
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typedef void *PseudoGLContextPtr;
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// parrot the D3D present parameters, more or less... "adapter" translates into "active display index" per the m_activeDisplayCount below.
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class GLMDisplayParams
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{
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public:
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// presumption, these indices are in sync with the current display DB that GLMgr has handy
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//int m_rendererIndex; // index of renderer (-1 if root context)
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//int m_displayIndex; // index of display in renderer - for FS
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//int m_modeIndex; // index of mode in display - for FS
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void *m_focusWindow; // (VD3DHWND aka WindowRef) - what window does this context display into
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bool m_fsEnable; // fullscreen on or not
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bool m_vsyncEnable; // vsync on or not
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// height and width have to match the display mode info if full screen.
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uint m_backBufferWidth; // pixel width (aka screen h-resolution if full screen)
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uint m_backBufferHeight; // pixel height (aka screen v-resolution if full screen)
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D3DFORMAT m_backBufferFormat; // pixel format
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uint m_multiSampleCount; // 0 means no MSAA, 2 means 2x MSAA, etc
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// uint m_multiSampleQuality; // no MSAA quality control yet
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bool m_enableAutoDepthStencil; // generally set to 'TRUE' per CShaderDeviceDx8::SetPresentParameters
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D3DFORMAT m_autoDepthStencilFormat;
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uint m_fsRefreshHz; // if full screen, this refresh rate (likely 0 for LCD's)
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//uint m_rootRendererID; // only used if m_rendererIndex is -1.
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//uint m_rootDisplayMask; // only used if m_rendererIndex is -1.
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bool m_mtgl; // enable multi threaded GL driver
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};
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//===============================================================================
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class GLMgr
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{
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public:
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//===========================================================================
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// class methods - singleton
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static void NewGLMgr( void ); // instantiate singleton..
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static GLMgr *aGLMgr( void ); // return singleton..
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static void DelGLMgr( void ); // tear down singleton..
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//===========================================================================
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// plain methods
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#if 0 // turned all these off while new approach is coded
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void RefreshDisplayDB( void ); // blow away old display DB, make a new one
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GLMDisplayDB *GetDisplayDB( void ); // get a ptr to the one GLMgr keeps. only valid til next refresh.
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// eligible renderers will be ranked by desirability starting at index 0 within the db
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// within each renderer, eligible displays will be ranked some kind of desirability (area? dist from menu bar?)
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// within each display, eligible modes will be ranked by descending areas
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// calls supplying indices are implicitly making reference to the current DB
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bool CaptureDisplay( int rendIndex, int displayIndex, bool captureAll ); // capture one display or all displays
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void ReleaseDisplays( void ); // release all captures
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int GetDisplayMode( int rendIndex, int displayIndex ); // retrieve current display res (returns modeIndex)
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void SetDisplayMode( GLMDisplayParams *params ); // set the display res (only useful for FS)
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#endif
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GLMContext *NewContext( IDirect3DDevice9 *pDevice, GLMDisplayParams *params ); // this will have to change
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void DelContext( GLMContext *context );
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// with usage of CGLMacro.h we could dispense with the "current context" thing
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// and just declare a member variable of GLMContext, allowing each glXXX call to be routed directly
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// to the correct context
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void SetCurrentContext( GLMContext *context ); // make current in calling thread only
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GLMContext *GetCurrentContext( void );
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protected:
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friend class GLMContext;
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GLMgr();
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~GLMgr();
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};
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//===========================================================================//
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// helper function to do enable or disable in one step
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FORCEINLINE void glSetEnable( GLenum which, bool enable )
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{
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if (enable)
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gGL->glEnable(which);
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else
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gGL->glDisable(which);
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}
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// helper function for int vs enum clarity
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FORCEINLINE void glGetEnumv( GLenum which, GLenum *dst )
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{
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gGL->glGetIntegerv( which, (int*)dst );
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}
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//===========================================================================//
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//
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// types to support the GLMContext
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//
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//===========================================================================//
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// Each state set/get path we are providing caching for, needs its own struct and a comparison operator.
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// we also provide an enum of how many such types there are, handy for building dirty masks etc.
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// shorthand macros
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#define EQ(fff) ( (src.fff) == (fff) )
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//rasterizer
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struct GLAlphaTestEnable_t { GLint enable; inline bool operator==(const GLAlphaTestEnable_t& src) const { return EQ(enable); } };
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struct GLAlphaTestFunc_t { GLenum func; GLclampf ref; inline bool operator==(const GLAlphaTestFunc_t& src) const { return EQ(func) && EQ(ref); } };
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struct GLCullFaceEnable_t { GLint enable; inline bool operator==(const GLCullFaceEnable_t& src) const { return EQ(enable); } };
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struct GLCullFrontFace_t { GLenum value; inline bool operator==(const GLCullFrontFace_t& src) const { return EQ(value); } };
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struct GLPolygonMode_t { GLenum values[2]; inline bool operator==(const GLPolygonMode_t& src) const { return EQ(values[0]) && EQ(values[1]); } };
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struct GLDepthBias_t { GLfloat factor; GLfloat units; inline bool operator==(const GLDepthBias_t& src) const { return EQ(factor) && EQ(units); } };
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struct GLScissorEnable_t { GLint enable; inline bool operator==(const GLScissorEnable_t& src) const { return EQ(enable); } };
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struct GLScissorBox_t { GLint x,y; GLsizei width, height; inline bool operator==(const GLScissorBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } };
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struct GLAlphaToCoverageEnable_t{ GLint enable; inline bool operator==(const GLAlphaToCoverageEnable_t& src) const { return EQ(enable); } };
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struct GLViewportBox_t { GLint x,y; GLsizei width, height; uint widthheight; inline bool operator==(const GLViewportBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } };
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struct GLViewportDepthRange_t { GLdouble flNear,flFar; inline bool operator==(const GLViewportDepthRange_t& src) const { return EQ(flNear) && EQ(flFar); } };
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struct GLClipPlaneEnable_t { GLint enable; inline bool operator==(const GLClipPlaneEnable_t& src) const { return EQ(enable); } };
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struct GLClipPlaneEquation_t { GLfloat x,y,z,w; inline bool operator==(const GLClipPlaneEquation_t& src) const { return EQ(x) && EQ(y) && EQ(z) && EQ(w); } };
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//blend
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struct GLColorMaskSingle_t { signed char r,g,b,a; inline bool operator==(const GLColorMaskSingle_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
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struct GLColorMaskMultiple_t { signed char r,g,b,a; inline bool operator==(const GLColorMaskMultiple_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
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struct GLBlendEnable_t { GLint enable; inline bool operator==(const GLBlendEnable_t& src) const { return EQ(enable); } };
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struct GLBlendFactor_t { GLenum srcfactor,dstfactor; inline bool operator==(const GLBlendFactor_t& src) const { return EQ(srcfactor) && EQ(dstfactor); } };
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struct GLBlendEquation_t { GLenum equation; inline bool operator==(const GLBlendEquation_t& src) const { return EQ(equation); } };
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struct GLBlendColor_t { GLfloat r,g,b,a; inline bool operator==(const GLBlendColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
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struct GLBlendEnableSRGB_t { GLint enable; inline bool operator==(const GLBlendEnableSRGB_t& src) const { return EQ(enable); } };
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//depth
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struct GLDepthTestEnable_t { GLint enable; inline bool operator==(const GLDepthTestEnable_t& src) const { return EQ(enable); } };
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struct GLDepthFunc_t { GLenum func; inline bool operator==(const GLDepthFunc_t& src) const { return EQ(func); } };
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struct GLDepthMask_t { char mask; inline bool operator==(const GLDepthMask_t& src) const { return EQ(mask); } };
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//stencil
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struct GLStencilTestEnable_t { GLint enable; inline bool operator==(const GLStencilTestEnable_t& src) const { return EQ(enable); } };
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struct GLStencilFunc_t { GLenum frontfunc, backfunc; GLint ref; GLuint mask; inline bool operator==(const GLStencilFunc_t& src) const { return EQ(frontfunc) && EQ(backfunc) && EQ(ref) && EQ(mask); } };
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struct GLStencilOp_t { GLenum sfail; GLenum dpfail; GLenum dppass; inline bool operator==(const GLStencilOp_t& src) const { return EQ(sfail) && EQ(dpfail) && EQ(dppass); } };
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struct GLStencilWriteMask_t { GLint mask; inline bool operator==(const GLStencilWriteMask_t& src) const { return EQ(mask); } };
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//clearing
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struct GLClearColor_t { GLfloat r,g,b,a; inline bool operator==(const GLClearColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } };
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struct GLClearDepth_t { GLdouble d; inline bool operator==(const GLClearDepth_t& src) const { return EQ(d); } };
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struct GLClearStencil_t { GLint s; inline bool operator==(const GLClearStencil_t& src) const { return EQ(s); } };
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#undef EQ
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enum EGLMStateBlockType
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{
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kGLAlphaTestEnable,
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kGLAlphaTestFunc,
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kGLCullFaceEnable,
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kGLCullFrontFace,
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kGLPolygonMode,
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kGLDepthBias,
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kGLScissorEnable,
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kGLScissorBox,
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kGLViewportBox,
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kGLViewportDepthRange,
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kGLClipPlaneEnable,
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kGLClipPlaneEquation,
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kGLColorMaskSingle,
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kGLColorMaskMultiple,
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kGLBlendEnable,
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kGLBlendFactor,
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kGLBlendEquation,
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kGLBlendColor,
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kGLBlendEnableSRGB,
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kGLDepthTestEnable,
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kGLDepthFunc,
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kGLDepthMask,
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kGLStencilTestEnable,
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kGLStencilFunc,
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kGLStencilOp,
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kGLStencilWriteMask,
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kGLClearColor,
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kGLClearDepth,
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kGLClearStencil,
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kGLAlphaToCoverageEnable,
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kGLMStateBlockLimit
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};
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//===========================================================================//
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// templated functions representing GL R/W bottlenecks
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// one set of set/get/getdefault is instantiated for each of the GL*** types above.
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// use these from the non array state objects
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template<typename T> void GLContextSet( T *src );
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template<typename T> void GLContextGet( T *dst );
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template<typename T> void GLContextGetDefault( T *dst );
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// use these from the array state objects
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template<typename T> void GLContextSetIndexed( T *src, int index );
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template<typename T> void GLContextGetIndexed( T *dst, int index );
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template<typename T> void GLContextGetDefaultIndexed( T *dst, int index );
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//===============================================================================
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// template specializations for each type of state
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// --- GLAlphaTestEnable ---
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FORCEINLINE void GLContextSet( GLAlphaTestEnable_t *src )
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{
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glSetEnable( GL_ALPHA_TEST, src->enable != 0 );
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}
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FORCEINLINE void GLContextGet( GLAlphaTestEnable_t *dst )
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{
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dst->enable = gGL->glIsEnabled( GL_ALPHA_TEST );
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}
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FORCEINLINE void GLContextGetDefault( GLAlphaTestEnable_t *dst )
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{
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dst->enable = GL_FALSE;
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}
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// --- GLAlphaTestFunc ---
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FORCEINLINE void GLContextSet( GLAlphaTestFunc_t *src )
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{
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gGL->glAlphaFunc( src->func, src->ref );
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}
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FORCEINLINE void GLContextGet( GLAlphaTestFunc_t *dst )
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{
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glGetEnumv( GL_ALPHA_TEST_FUNC, &dst->func );
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gGL->glGetFloatv( GL_ALPHA_TEST_REF, &dst->ref );
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}
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FORCEINLINE void GLContextGetDefault( GLAlphaTestFunc_t *dst )
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{
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dst->func = GL_ALWAYS;
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dst->ref = 0.0f;
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}
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// --- GLAlphaToCoverageEnable ---
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FORCEINLINE void GLContextSet( GLAlphaToCoverageEnable_t *src )
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{
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glSetEnable( GL_SAMPLE_ALPHA_TO_COVERAGE_ARB, src->enable != 0 );
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}
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FORCEINLINE void GLContextGet( GLAlphaToCoverageEnable_t *dst )
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{
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dst->enable = gGL->glIsEnabled( GL_SAMPLE_ALPHA_TO_COVERAGE_ARB );
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}
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FORCEINLINE void GLContextGetDefault( GLAlphaToCoverageEnable_t *dst )
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{
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dst->enable = GL_FALSE;
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}
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// --- GLCullFaceEnable ---
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FORCEINLINE void GLContextSet( GLCullFaceEnable_t *src )
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{
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glSetEnable( GL_CULL_FACE, src->enable != 0 );
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}
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FORCEINLINE void GLContextGet( GLCullFaceEnable_t *dst )
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{
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dst->enable = gGL->glIsEnabled( GL_CULL_FACE );
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}
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FORCEINLINE void GLContextGetDefault( GLCullFaceEnable_t *dst )
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{
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dst->enable = GL_TRUE;
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}
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// --- GLCullFrontFace ---
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FORCEINLINE void GLContextSet( GLCullFrontFace_t *src )
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{
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gGL->glFrontFace( src->value ); // legal values are GL_CW or GL_CCW
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}
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FORCEINLINE void GLContextGet( GLCullFrontFace_t *dst )
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{
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glGetEnumv( GL_FRONT_FACE, &dst->value );
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}
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FORCEINLINE void GLContextGetDefault( GLCullFrontFace_t *dst )
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{
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dst->value = GL_CCW;
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}
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// --- GLPolygonMode ---
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FORCEINLINE void GLContextSet( GLPolygonMode_t *src )
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{
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gGL->glPolygonMode( GL_FRONT, src->values[0] );
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gGL->glPolygonMode( GL_BACK, src->values[1] );
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}
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FORCEINLINE void GLContextGet( GLPolygonMode_t *dst )
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{
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glGetEnumv( GL_POLYGON_MODE, &dst->values[0] );
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}
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FORCEINLINE void GLContextGetDefault( GLPolygonMode_t *dst )
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{
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dst->values[0] = dst->values[1] = GL_FILL;
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}
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// --- GLDepthBias ---
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// note the implicit enable / disable.
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// if you set non zero values, it is enabled, otherwise not.
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FORCEINLINE void GLContextSet( GLDepthBias_t *src )
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{
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bool enable = (src->factor != 0.0f) || (src->units != 0.0f);
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glSetEnable( GL_POLYGON_OFFSET_FILL, enable );
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gGL->glPolygonOffset( src->factor, src->units );
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}
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FORCEINLINE void GLContextGet( GLDepthBias_t *dst )
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{
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gGL->glGetFloatv ( GL_POLYGON_OFFSET_FACTOR, &dst->factor );
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gGL->glGetFloatv ( GL_POLYGON_OFFSET_UNITS, &dst->units );
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}
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FORCEINLINE void GLContextGetDefault( GLDepthBias_t *dst )
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{
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dst->factor = 0.0;
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dst->units = 0.0;
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}
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// --- GLScissorEnable ---
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FORCEINLINE void GLContextSet( GLScissorEnable_t *src )
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{
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glSetEnable( GL_SCISSOR_TEST, src->enable != 0 );
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}
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FORCEINLINE void GLContextGet( GLScissorEnable_t *dst )
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{
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dst->enable = gGL->glIsEnabled( GL_SCISSOR_TEST );
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}
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FORCEINLINE void GLContextGetDefault( GLScissorEnable_t *dst )
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{
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dst->enable = GL_FALSE;
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}
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// --- GLScissorBox ---
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FORCEINLINE void GLContextSet( GLScissorBox_t *src )
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{
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gGL->glScissor ( src->x, src->y, src->width, src->height );
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}
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FORCEINLINE void GLContextGet( GLScissorBox_t *dst )
|
|
{
|
|
gGL->glGetIntegerv ( GL_SCISSOR_BOX, &dst->x );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLScissorBox_t *dst )
|
|
{
|
|
// hmmmm, good question? we can't really know a good answer so we pick a silly one
|
|
// and the client better come back with a better answer later.
|
|
dst->x = dst->y = 0;
|
|
dst->width = dst->height = 16;
|
|
}
|
|
|
|
|
|
// --- GLViewportBox ---
|
|
|
|
FORCEINLINE void GLContextSet( GLViewportBox_t *src )
|
|
{
|
|
Assert( src->width == (int)( src->widthheight & 0xFFFF ) );
|
|
Assert( src->height == (int)( src->widthheight >> 16 ) );
|
|
gGL->glViewport (src->x, src->y, src->width, src->height );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLViewportBox_t *dst )
|
|
{
|
|
gGL->glGetIntegerv ( GL_VIEWPORT, &dst->x );
|
|
dst->widthheight = dst->width | ( dst->height << 16 );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLViewportBox_t *dst )
|
|
{
|
|
// as with the scissor box, we don't know yet, so pick a silly one and change it later
|
|
dst->x = dst->y = 0;
|
|
dst->width = dst->height = 16;
|
|
dst->widthheight = dst->width | ( dst->height << 16 );
|
|
}
|
|
|
|
|
|
// --- GLViewportDepthRange ---
|
|
FORCEINLINE void GLContextSet( GLViewportDepthRange_t *src )
|
|
{
|
|
gGL->glDepthRange ( src->flNear, src->flFar );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLViewportDepthRange_t *dst )
|
|
{
|
|
gGL->glGetDoublev ( GL_DEPTH_RANGE, &dst->flNear );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLViewportDepthRange_t *dst )
|
|
{
|
|
dst->flNear = 0.0;
|
|
dst->flFar = 1.0;
|
|
}
|
|
|
|
// --- GLClipPlaneEnable ---
|
|
FORCEINLINE void GLContextSetIndexed( GLClipPlaneEnable_t *src, int index )
|
|
{
|
|
#if GLMDEBUG
|
|
if (CommandLine()->FindParm("-caps_noclipplanes"))
|
|
{
|
|
if (GLMKnob("caps-key",NULL) > 0.0)
|
|
{
|
|
// caps ON means NO clipping
|
|
src->enable = false;
|
|
}
|
|
}
|
|
#endif
|
|
glSetEnable( GL_CLIP_PLANE0 + index, src->enable != 0 );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetIndexed( GLClipPlaneEnable_t *dst, int index )
|
|
{
|
|
dst->enable = gGL->glIsEnabled( GL_CLIP_PLANE0 + index );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefaultIndexed( GLClipPlaneEnable_t *dst, int index )
|
|
{
|
|
dst->enable = 0;
|
|
}
|
|
|
|
|
|
|
|
// --- GLClipPlaneEquation ---
|
|
FORCEINLINE void GLContextSetIndexed( GLClipPlaneEquation_t *src, int index )
|
|
{
|
|
// shove into glGlipPlane
|
|
GLdouble coeffs[4] = { src->x, src->y, src->z, src->w };
|
|
|
|
gGL->glClipPlane( GL_CLIP_PLANE0 + index, coeffs );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetIndexed( GLClipPlaneEquation_t *dst, int index )
|
|
{
|
|
DebuggerBreak(); // do this later
|
|
// glClipPlane( GL_CLIP_PLANE0 + index, coeffs );
|
|
// GLdouble coeffs[4] = { src->x, src->y, src->z, src->w };
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefaultIndexed( GLClipPlaneEquation_t *dst, int index )
|
|
{
|
|
dst->x = 1.0;
|
|
dst->y = 0.0;
|
|
dst->z = 0.0;
|
|
dst->w = 0.0;
|
|
}
|
|
|
|
|
|
// --- GLColorMaskSingle ---
|
|
FORCEINLINE void GLContextSet( GLColorMaskSingle_t *src )
|
|
{
|
|
gGL->glColorMask( src->r, src->g, src->b, src->a );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLColorMaskSingle_t *dst )
|
|
{
|
|
gGL->glGetBooleanv( GL_COLOR_WRITEMASK, (GLboolean*)&dst->r);
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLColorMaskSingle_t *dst )
|
|
{
|
|
dst->r = dst->g = dst->b = dst->a = 1;
|
|
}
|
|
|
|
|
|
// --- GLColorMaskMultiple ---
|
|
FORCEINLINE void GLContextSetIndexed( GLColorMaskMultiple_t *src, int index )
|
|
{
|
|
gGL->glColorMaskIndexedEXT ( index, src->r, src->g, src->b, src->a );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetIndexed( GLColorMaskMultiple_t *dst, int index )
|
|
{
|
|
gGL->glGetBooleanIndexedvEXT ( GL_COLOR_WRITEMASK, index, (GLboolean*)&dst->r );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefaultIndexed( GLColorMaskMultiple_t *dst, int index )
|
|
{
|
|
dst->r = dst->g = dst->b = dst->a = 1;
|
|
}
|
|
|
|
|
|
// --- GLBlendEnable ---
|
|
FORCEINLINE void GLContextSet( GLBlendEnable_t *src )
|
|
{
|
|
glSetEnable( GL_BLEND, src->enable != 0 );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLBlendEnable_t *dst )
|
|
{
|
|
dst->enable = gGL->glIsEnabled( GL_BLEND );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLBlendEnable_t *dst )
|
|
{
|
|
dst->enable = GL_FALSE;
|
|
}
|
|
|
|
|
|
// --- GLBlendFactor ---
|
|
FORCEINLINE void GLContextSet( GLBlendFactor_t *src )
|
|
{
|
|
gGL->glBlendFunc ( src->srcfactor, src->dstfactor );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLBlendFactor_t *dst )
|
|
{
|
|
glGetEnumv ( GL_BLEND_SRC, &dst->srcfactor );
|
|
glGetEnumv ( GL_BLEND_DST, &dst->dstfactor );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLBlendFactor_t *dst )
|
|
{
|
|
dst->srcfactor = GL_ONE;
|
|
dst->dstfactor = GL_ZERO;
|
|
}
|
|
|
|
|
|
// --- GLBlendEquation ---
|
|
FORCEINLINE void GLContextSet( GLBlendEquation_t *src )
|
|
{
|
|
gGL->glBlendEquation ( src->equation );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLBlendEquation_t *dst )
|
|
{
|
|
glGetEnumv ( GL_BLEND_EQUATION, &dst->equation );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLBlendEquation_t *dst )
|
|
{
|
|
dst->equation = GL_FUNC_ADD;
|
|
}
|
|
|
|
|
|
// --- GLBlendColor ---
|
|
FORCEINLINE void GLContextSet( GLBlendColor_t *src )
|
|
{
|
|
gGL->glBlendColor ( src->r, src->g, src->b, src->a );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLBlendColor_t *dst )
|
|
{
|
|
gGL->glGetFloatv ( GL_BLEND_COLOR, &dst->r );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLBlendColor_t *dst )
|
|
{
|
|
//solid white
|
|
dst->r = dst->g = dst->b = dst->a = 1.0;
|
|
}
|
|
|
|
|
|
// --- GLBlendEnableSRGB ---
|
|
|
|
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
|
|
#define GL_COLOR_ATTACHMENT0 0x8CE0
|
|
|
|
FORCEINLINE void GLContextSet( GLBlendEnableSRGB_t *src )
|
|
{
|
|
#if GLMDEBUG
|
|
// just check in debug... this is too expensive to look at on MTGL
|
|
if (src->enable)
|
|
{
|
|
GLboolean srgb_capable = false;
|
|
gGL->glGetBooleanv( GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
|
|
|
|
if (src->enable && !srgb_capable)
|
|
{
|
|
GLMPRINTF(("-Z- srgb-state-set FBO conflict: attempt to enable SRGB on non SRGB capable FBO config"));
|
|
}
|
|
}
|
|
#endif
|
|
// this query is not useful unless you have the ARB_framebuffer_srgb ext.
|
|
//GLint encoding = 0;
|
|
//pfnglGetFramebufferAttachmentParameteriv( GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, &encoding );
|
|
|
|
glSetEnable( GL_FRAMEBUFFER_SRGB_EXT, src->enable != 0 );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLBlendEnableSRGB_t *dst )
|
|
{
|
|
//dst->enable = glIsEnabled( GL_FRAMEBUFFER_SRGB_EXT );
|
|
dst->enable = true; // wtf ?
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLBlendEnableSRGB_t *dst )
|
|
{
|
|
dst->enable = GL_FALSE;
|
|
}
|
|
|
|
|
|
// --- GLDepthTestEnable ---
|
|
FORCEINLINE void GLContextSet( GLDepthTestEnable_t *src )
|
|
{
|
|
glSetEnable( GL_DEPTH_TEST, src->enable != 0 );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLDepthTestEnable_t *dst )
|
|
{
|
|
dst->enable = gGL->glIsEnabled( GL_DEPTH_TEST );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLDepthTestEnable_t *dst )
|
|
{
|
|
dst->enable = GL_FALSE;
|
|
}
|
|
|
|
|
|
// --- GLDepthFunc ---
|
|
FORCEINLINE void GLContextSet( GLDepthFunc_t *src )
|
|
{
|
|
gGL->glDepthFunc ( src->func );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLDepthFunc_t *dst )
|
|
{
|
|
glGetEnumv ( GL_DEPTH_FUNC, &dst->func );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLDepthFunc_t *dst )
|
|
{
|
|
dst->func = GL_GEQUAL;
|
|
}
|
|
|
|
|
|
// --- GLDepthMask ---
|
|
FORCEINLINE void GLContextSet( GLDepthMask_t *src )
|
|
{
|
|
gGL->glDepthMask ( src->mask );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLDepthMask_t *dst )
|
|
{
|
|
gGL->glGetBooleanv ( GL_DEPTH_WRITEMASK, (GLboolean*)&dst->mask );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLDepthMask_t *dst )
|
|
{
|
|
dst->mask = GL_TRUE;
|
|
}
|
|
|
|
|
|
// --- GLStencilTestEnable ---
|
|
FORCEINLINE void GLContextSet( GLStencilTestEnable_t *src )
|
|
{
|
|
glSetEnable( GL_STENCIL_TEST, src->enable != 0 );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLStencilTestEnable_t *dst )
|
|
{
|
|
dst->enable = gGL->glIsEnabled( GL_STENCIL_TEST );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLStencilTestEnable_t *dst )
|
|
{
|
|
dst->enable = GL_FALSE;
|
|
}
|
|
|
|
|
|
// --- GLStencilFunc ---
|
|
FORCEINLINE void GLContextSet( GLStencilFunc_t *src )
|
|
{
|
|
if (src->frontfunc == src->backfunc)
|
|
gGL->glStencilFuncSeparate( GL_FRONT_AND_BACK, src->frontfunc, src->ref, src->mask);
|
|
else
|
|
{
|
|
gGL->glStencilFuncSeparate( GL_FRONT, src->frontfunc, src->ref, src->mask);
|
|
gGL->glStencilFuncSeparate( GL_BACK, src->backfunc, src->ref, src->mask);
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLStencilFunc_t *dst )
|
|
{
|
|
glGetEnumv ( GL_STENCIL_FUNC, &dst->frontfunc );
|
|
glGetEnumv ( GL_STENCIL_BACK_FUNC, &dst->backfunc );
|
|
gGL->glGetIntegerv ( GL_STENCIL_REF, &dst->ref );
|
|
gGL->glGetIntegerv ( GL_STENCIL_VALUE_MASK, (GLint*)&dst->mask );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLStencilFunc_t *dst )
|
|
{
|
|
dst->frontfunc = GL_ALWAYS;
|
|
dst->backfunc = GL_ALWAYS;
|
|
dst->ref = 0;
|
|
dst->mask = 0xFFFFFFFF;
|
|
}
|
|
|
|
|
|
// --- GLStencilOp --- indexed 0=front, 1=back
|
|
|
|
FORCEINLINE void GLContextSetIndexed( GLStencilOp_t *src, int index )
|
|
{
|
|
GLenum face = (index==0) ? GL_FRONT : GL_BACK;
|
|
gGL->glStencilOpSeparate( face, src->sfail, src->dpfail, src->dppass );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetIndexed( GLStencilOp_t *dst, int index )
|
|
{
|
|
glGetEnumv ( (index==0) ? GL_STENCIL_FAIL : GL_STENCIL_BACK_FAIL, &dst->sfail );
|
|
glGetEnumv ( (index==0) ? GL_STENCIL_PASS_DEPTH_FAIL : GL_STENCIL_BACK_PASS_DEPTH_FAIL, &dst->dpfail );
|
|
glGetEnumv ( (index==0) ? GL_STENCIL_PASS_DEPTH_PASS : GL_STENCIL_BACK_PASS_DEPTH_PASS, &dst->dppass );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefaultIndexed( GLStencilOp_t *dst, int index )
|
|
{
|
|
dst->sfail = dst->dpfail = dst->dppass = GL_KEEP;
|
|
}
|
|
|
|
|
|
// --- GLStencilWriteMask ---
|
|
FORCEINLINE void GLContextSet( GLStencilWriteMask_t *src )
|
|
{
|
|
gGL->glStencilMask( src->mask );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLStencilWriteMask_t *dst )
|
|
{
|
|
gGL->glGetIntegerv ( GL_STENCIL_WRITEMASK, &dst->mask );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLStencilWriteMask_t *dst )
|
|
{
|
|
dst->mask = 0xFFFFFFFF;
|
|
}
|
|
|
|
|
|
// --- GLClearColor ---
|
|
FORCEINLINE void GLContextSet( GLClearColor_t *src )
|
|
{
|
|
gGL->glClearColor( src->r, src->g, src->b, src->a );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLClearColor_t *dst )
|
|
{
|
|
gGL->glGetFloatv ( GL_COLOR_CLEAR_VALUE, &dst->r );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLClearColor_t *dst )
|
|
{
|
|
dst->r = dst->g = dst->b = 0.5;
|
|
dst->a = 1.0;
|
|
}
|
|
|
|
|
|
// --- GLClearDepth ---
|
|
FORCEINLINE void GLContextSet( GLClearDepth_t *src )
|
|
{
|
|
gGL->glClearDepth ( src->d );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLClearDepth_t *dst )
|
|
{
|
|
gGL->glGetDoublev ( GL_DEPTH_CLEAR_VALUE, &dst->d );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLClearDepth_t *dst )
|
|
{
|
|
dst->d = 1.0;
|
|
}
|
|
|
|
|
|
// --- GLClearStencil ---
|
|
FORCEINLINE void GLContextSet( GLClearStencil_t *src )
|
|
{
|
|
gGL->glClearStencil( src->s );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGet( GLClearStencil_t *dst )
|
|
{
|
|
gGL->glGetIntegerv ( GL_STENCIL_CLEAR_VALUE, &dst->s );
|
|
}
|
|
|
|
FORCEINLINE void GLContextGetDefault( GLClearStencil_t *dst )
|
|
{
|
|
dst->s = 0;
|
|
}
|
|
|
|
//===========================================================================//
|
|
|
|
// caching state object template. One of these is instantiated in the context per unique struct type above
|
|
template<typename T> class GLState
|
|
{
|
|
public:
|
|
inline GLState()
|
|
{
|
|
memset( &data, 0, sizeof(data) );
|
|
Default();
|
|
}
|
|
|
|
FORCEINLINE void Flush()
|
|
{
|
|
// immediately blast out the state - it makes no sense to delta it or do anything fancy because shaderapi, dxabstract, and OpenGL itself does this for us (and OpenGL calls with multithreaded drivers are very cheap)
|
|
GLContextSet( &data );
|
|
}
|
|
|
|
// write: client src into cache
|
|
// common case is both false. dirty is calculated, context write is deferred.
|
|
FORCEINLINE void Write( const T *src )
|
|
{
|
|
data = *src;
|
|
Flush();
|
|
}
|
|
|
|
// default: write default value to cache, optionally write through
|
|
inline void Default( bool noDefer=false )
|
|
{
|
|
GLContextGetDefault( &data ); // read default values directly to our cache copy
|
|
Flush();
|
|
}
|
|
|
|
// read: sel = 0 for cache, 1 for context
|
|
inline void Read( T *dst, int sel )
|
|
{
|
|
if (sel==0)
|
|
*dst = data;
|
|
else
|
|
GLContextGet( dst );
|
|
}
|
|
|
|
// check: verify that context equals cache, return true if mismatched or if illegal values seen
|
|
inline bool Check ( void )
|
|
{
|
|
T temp;
|
|
bool result;
|
|
|
|
GLContextGet( &temp );
|
|
result = !(temp == data);
|
|
return result;
|
|
}
|
|
|
|
FORCEINLINE const T &GetData() const { return data; }
|
|
|
|
protected:
|
|
T data;
|
|
};
|
|
|
|
// caching state object template - with multiple values behind it that are indexed
|
|
template<typename T, int COUNT> class GLStateArray
|
|
{
|
|
public:
|
|
inline GLStateArray()
|
|
{
|
|
memset( &data, 0, sizeof(data) );
|
|
Default();
|
|
}
|
|
|
|
// write cache->context if dirty or forced.
|
|
FORCEINLINE void FlushIndex( int index )
|
|
{
|
|
// immediately blast out the state - it makes no sense to delta it or do anything fancy because shaderapi, dxabstract, and OpenGL itself does this for us (and OpenGL calls with multithreaded drivers are very cheap)
|
|
GLContextSetIndexed( &data[index], index );
|
|
};
|
|
|
|
// write: client src into cache
|
|
// common case is both false. dirty is calculated, context write is deferred.
|
|
FORCEINLINE void WriteIndex( T *src, int index )
|
|
{
|
|
data[index] = *src;
|
|
FlushIndex( index ); // dirty becomes false
|
|
};
|
|
|
|
// write all slots in the array
|
|
FORCEINLINE void Flush()
|
|
{
|
|
for( int i=0; i < COUNT; i++)
|
|
{
|
|
FlushIndex( i );
|
|
}
|
|
}
|
|
|
|
// default: write default value to cache, optionally write through
|
|
inline void DefaultIndex( int index )
|
|
{
|
|
GLContextGetDefaultIndexed( &data[index], index ); // read default values directly to our cache copy
|
|
Flush();
|
|
};
|
|
|
|
inline void Default( void )
|
|
{
|
|
for( int i=0; i<COUNT; i++)
|
|
{
|
|
DefaultIndex( i );
|
|
}
|
|
}
|
|
|
|
// read: sel = 0 for cache, 1 for context
|
|
inline void ReadIndex( T *dst, int index, int sel )
|
|
{
|
|
if (sel==0)
|
|
*dst = data[index];
|
|
else
|
|
GLContextGetIndexed( dst, index );
|
|
};
|
|
|
|
// check: verify that context equals cache, return true if mismatched or if illegal values seen
|
|
inline bool CheckIndex( int index )
|
|
{
|
|
T temp;
|
|
bool result;
|
|
|
|
GLContextGetIndexed( &temp, index );
|
|
result = !(temp == data[index]);
|
|
|
|
return result;
|
|
};
|
|
|
|
inline bool Check( void )
|
|
{
|
|
//T temp;
|
|
bool result = false;
|
|
|
|
for( int i=0; i<COUNT; i++)
|
|
{
|
|
result |= CheckIndex( i );
|
|
}
|
|
|
|
return result;
|
|
};
|
|
|
|
protected:
|
|
T data[COUNT];
|
|
};
|
|
|
|
|
|
//===========================================================================//
|
|
|
|
|
|
|
|
struct GLMTexSampler
|
|
{
|
|
CGLMTex *m_pBoundTex; // tex which is actually bound now
|
|
GLMTexSamplingParams m_samp; // current 2D sampler state
|
|
};
|
|
|
|
// GLMContext will maintain one of these structures inside the context to represent the current state.
|
|
// Client can supply a new one when it wants to change the setup.
|
|
//FIXME GLMContext can do the work to migrate from old setup to new setup as efficiently as possible (but it doesn't yet)
|
|
|
|
struct GLMVertexSetup
|
|
{
|
|
uint m_attrMask; // which attrs are enabled (1<<n) mask where n is a GLMVertexAttributeIndex.
|
|
|
|
GLMVertexAttributeDesc m_attrs[ kGLMVertexAttributeIndexMax ];
|
|
|
|
// copied in from dxabstract, not strictly needed for operation, helps debugging
|
|
unsigned char m_vtxAttribMap[16];
|
|
|
|
/* high nibble is usage per _D3DDECLUSAGE
|
|
typedef enum _D3DDECLUSAGE
|
|
{
|
|
D3DDECLUSAGE_POSITION = 0,
|
|
D3DDECLUSAGE_BLENDWEIGHT = 1,
|
|
D3DDECLUSAGE_BLENDINDICES = 2,
|
|
D3DDECLUSAGE_NORMAL = 3,
|
|
D3DDECLUSAGE_PSIZE = 4,
|
|
D3DDECLUSAGE_TEXCOORD = 5,
|
|
D3DDECLUSAGE_TANGENT = 6,
|
|
D3DDECLUSAGE_BINORMAL = 7,
|
|
D3DDECLUSAGE_TESSFACTOR = 8,
|
|
D3DDECLUSAGE_PLUGH = 9, // mystery value
|
|
D3DDECLUSAGE_COLOR = 10,
|
|
D3DDECLUSAGE_FOG = 11,
|
|
D3DDECLUSAGE_DEPTH = 12,
|
|
D3DDECLUSAGE_SAMPLE = 13,
|
|
} D3DDECLUSAGE;
|
|
|
|
low nibble is usageindex (i.e. POSITION0, POSITION1, etc)
|
|
array position is attrib number.
|
|
*/
|
|
};
|
|
|
|
//===========================================================================//
|
|
|
|
//FIXME magic numbers here
|
|
|
|
#define kGLMProgramParamFloat4Limit 256
|
|
#define kGLMProgramParamBoolLimit 16
|
|
#define kGLMProgramParamInt4Limit 16
|
|
|
|
#define kGLMVertexProgramParamFloat4Limit 256
|
|
#define kGLMFragmentProgramParamFloat4Limit 256
|
|
|
|
struct GLMProgramParamsF
|
|
{
|
|
float m_values[kGLMProgramParamFloat4Limit][4]; // float4's 256 of them
|
|
|
|
int m_firstDirtySlotNonBone;
|
|
int m_dirtySlotHighWaterNonBone; // index of slot past highest dirty non-bone register (assume 0 for base of range)
|
|
|
|
int m_dirtySlotHighWaterBone; // index of slot past highest dirty bone register (0=first bone reg, which is DXABSTRACT_VS_FIRST_BONE_SLOT)
|
|
};
|
|
|
|
struct GLMProgramParamsB
|
|
{
|
|
int m_values[kGLMProgramParamBoolLimit]; // bools, 4 of them
|
|
uint m_dirtySlotCount;
|
|
};
|
|
|
|
struct GLMProgramParamsI
|
|
{
|
|
int m_values[kGLMProgramParamInt4Limit][4]; // int4s, 16 of them
|
|
uint m_dirtySlotCount;
|
|
};
|
|
|
|
enum EGLMParamWriteMode
|
|
{
|
|
eParamWriteAllSlots, // glUniform4fv of the maximum size (not recommended if shader is down-sizing the decl)
|
|
eParamWriteShaderSlots, // glUniform4fv of the active slot count ("highwater")
|
|
eParamWriteShaderSlotsOptional, // glUniform4fv of the active slot count ("highwater") - but only if at least one has been written - it's optional
|
|
eParamWriteDirtySlotRange // glUniform4fv of the 0-N range where N is highest dirty slot
|
|
};
|
|
|
|
enum EGLMAttribWriteMode
|
|
{
|
|
eAttribWriteAll,
|
|
eAttribWriteDirty
|
|
};
|
|
|
|
//===========================================================================//
|
|
|
|
#if GLMDEBUG
|
|
enum EGLMDebugCallSite
|
|
{
|
|
eBeginFrame, // inside begin frame func - frame number has been inc'd, batch number should be -1
|
|
eClear, // inside clear func
|
|
eDrawElements, // inside repeat loop, prior to draw call - batch numberhas been inc'd
|
|
eEndFrame, // end frame
|
|
ePresent // before showing pixels
|
|
};
|
|
|
|
// caller should zero one of these out and fill in the m_caller before invoking the hook
|
|
struct GLMDebugHookInfo
|
|
{
|
|
// info from the caller to the debug hook
|
|
EGLMDebugCallSite m_caller;
|
|
|
|
|
|
// state the hook uses to keep track of progress within a single run of the caller
|
|
int m_iteration; // which call to the hook is this. if it's zero, it precedes any action in the caller.
|
|
|
|
|
|
// bools used to communicate between caller and hook
|
|
bool m_loop; // hook tells caller to loop around again (don't exit)
|
|
bool m_holding; // current mood of hook, are we holding on this batch (i.e. rerun)
|
|
|
|
// specific info for a draw call
|
|
GLenum m_drawMode;
|
|
GLuint m_drawStart;
|
|
GLuint m_drawEnd;
|
|
GLsizei m_drawCount;
|
|
GLenum m_drawType;
|
|
const GLvoid *m_drawIndices;
|
|
};
|
|
#endif
|
|
|
|
//===========================================================================//
|
|
|
|
class CFlushDrawStatesStats
|
|
{
|
|
public:
|
|
CFlushDrawStatesStats()
|
|
{
|
|
Clear();
|
|
}
|
|
|
|
void Clear()
|
|
{
|
|
memset(this, 0, sizeof(*this));
|
|
}
|
|
|
|
uint m_nTotalBatchFlushes;
|
|
uint m_nTotalProgramPairChanges;
|
|
|
|
uint m_nNumChangedSamplers;
|
|
uint m_nNumSamplingParamsChanged;
|
|
uint m_nIndexBufferChanged;
|
|
uint m_nVertexBufferChanged;
|
|
|
|
uint m_nFirstVSConstant;
|
|
uint m_nNumVSConstants;
|
|
uint m_nNumVSBoneConstants;
|
|
uint m_nFirstPSConstant;
|
|
uint m_nNumPSConstants;
|
|
uint m_nNewPS;
|
|
uint m_nNewVS;
|
|
};
|
|
|
|
//===========================================================================//
|
|
#ifndef OSX
|
|
|
|
#ifndef GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
|
|
#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160
|
|
#endif
|
|
|
|
#define GLMGR_PINNED_MEMORY_BUFFER_SIZE ( 6 * 1024 * 1024 )
|
|
|
|
class CPinnedMemoryBuffer
|
|
{
|
|
CPinnedMemoryBuffer( const CPinnedMemoryBuffer & );
|
|
CPinnedMemoryBuffer & operator= ( const CPinnedMemoryBuffer & );
|
|
|
|
public:
|
|
CPinnedMemoryBuffer()
|
|
:
|
|
m_pRawBuf( NULL )
|
|
, m_pBuf( NULL )
|
|
, m_nSize( 0 )
|
|
, m_nOfs( 0 )
|
|
, m_nBufferObj( 0 )
|
|
#ifdef HAVE_GL_ARB_SYNC
|
|
, m_nSyncObj( 0 )
|
|
#endif
|
|
{
|
|
}
|
|
|
|
~CPinnedMemoryBuffer()
|
|
{
|
|
Deinit();
|
|
}
|
|
|
|
bool Init( uint nSize )
|
|
{
|
|
Deinit();
|
|
|
|
// Guarantee 64KB alignment
|
|
m_pRawBuf = malloc( nSize + 65535 );
|
|
m_pBuf = reinterpret_cast<void *>((reinterpret_cast<uint64>(m_pRawBuf) + 65535) & (~65535));
|
|
m_nSize = nSize;
|
|
m_nOfs = 0;
|
|
|
|
gGL->glGenBuffersARB( 1, &m_nBufferObj );
|
|
gGL->glBindBufferARB( GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_nBufferObj );
|
|
|
|
gGL->glBufferDataARB( GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_nSize, m_pBuf, GL_STREAM_COPY );
|
|
|
|
return true;
|
|
}
|
|
|
|
void Deinit()
|
|
{
|
|
if ( !m_pRawBuf )
|
|
return;
|
|
|
|
BlockUntilNotBusy();
|
|
|
|
gGL->glBindBufferARB(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, m_nBufferObj );
|
|
|
|
gGL->glBufferDataARB( GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0, (void*)NULL, GL_STREAM_COPY );
|
|
|
|
gGL->glBindBufferARB( GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0 );
|
|
|
|
gGL->glDeleteBuffersARB( 1, &m_nBufferObj );
|
|
m_nBufferObj = 0;
|
|
|
|
free( m_pRawBuf );
|
|
m_pRawBuf = NULL;
|
|
m_pBuf = NULL;
|
|
|
|
m_nSize = 0;
|
|
m_nOfs = 0;
|
|
}
|
|
|
|
inline uint GetSize() const { return m_nSize; }
|
|
inline uint GetOfs() const { return m_nOfs; }
|
|
inline uint GetBytesRemaining() const { return m_nSize - m_nOfs; }
|
|
inline void *GetPtr() const { return m_pBuf; }
|
|
inline GLuint GetHandle() const { return m_nBufferObj; }
|
|
|
|
void InsertFence()
|
|
{
|
|
#ifdef HAVE_GL_ARB_SYNC
|
|
if ( m_nSyncObj )
|
|
{
|
|
gGL->glDeleteSync( m_nSyncObj );
|
|
}
|
|
|
|
m_nSyncObj = gGL->glFenceSync( GL_SYNC_GPU_COMMANDS_COMPLETE, 0 );
|
|
#endif
|
|
}
|
|
|
|
void BlockUntilNotBusy()
|
|
{
|
|
#ifdef HAVE_GL_ARB_SYNC
|
|
if ( m_nSyncObj )
|
|
{
|
|
gGL->glClientWaitSync( m_nSyncObj, GL_SYNC_FLUSH_COMMANDS_BIT, 3000000000000ULL );
|
|
|
|
gGL->glDeleteSync( m_nSyncObj );
|
|
|
|
m_nSyncObj = 0;
|
|
}
|
|
#endif
|
|
m_nOfs = 0;
|
|
}
|
|
|
|
void Append( uint nSize )
|
|
{
|
|
m_nOfs += nSize;
|
|
Assert( m_nOfs <= m_nSize );
|
|
}
|
|
|
|
private:
|
|
void *m_pRawBuf;
|
|
void *m_pBuf;
|
|
uint m_nSize;
|
|
uint m_nOfs;
|
|
|
|
GLuint m_nBufferObj;
|
|
#ifdef HAVE_GL_ARB_SYNC
|
|
GLsync m_nSyncObj;
|
|
#endif
|
|
};
|
|
#endif // !OSX
|
|
|
|
//===========================================================================//
|
|
|
|
class GLMContext
|
|
{
|
|
public:
|
|
// set/check current context (perq for many other calls)
|
|
void MakeCurrent( bool bRenderThread = false );
|
|
void ReleaseCurrent( bool bRenderThread = false );
|
|
|
|
// CheckCurrent has been removed (it no longer compiled on Linux). To minimize churn I'm leaving
|
|
// the inline NOP version.
|
|
// DO NOT change this to non-inlined. It's called all over the place from very hot codepaths.
|
|
FORCEINLINE void CheckCurrent( void ) { }
|
|
|
|
void PopulateCaps( void ); // fill out later portions of renderer info record which need context queries
|
|
void DumpCaps( void ); // printf all the caps info (you can call this in release too)
|
|
const GLMRendererInfoFields& Caps( void ); // peek at the caps record
|
|
|
|
// state cache/mirror
|
|
void SetDefaultStates( void );
|
|
void ForceFlushStates();
|
|
|
|
void VerifyStates( void );
|
|
|
|
// textures
|
|
// Lock and Unlock reqs go directly to the tex object
|
|
CGLMTex *NewTex( GLMTexLayoutKey *key, uint levels=1, const char *debugLabel=NULL );
|
|
void DelTex( CGLMTex *tex );
|
|
|
|
// options for Blit (replacement for ResolveTex and BlitTex)
|
|
// pass NULL for dstTex if you want to target GL_BACK with the blit. You get y-flip with that, don't change the dstrect yourself.
|
|
void Blit2( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter );
|
|
|
|
// tex blit (via FBO blit)
|
|
void BlitTex( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter, bool useBlitFB = true );
|
|
|
|
// MSAA resolve - we do this in GLMContext because it has to do a bunch of FBO/blit gymnastics
|
|
void ResolveTex( CGLMTex *tex, bool forceDirty=false );
|
|
|
|
// texture pre-load (residency forcing) - normally done one-time but you can force it
|
|
void PreloadTex( CGLMTex *tex, bool force=false );
|
|
|
|
// samplers
|
|
FORCEINLINE void SetSamplerTex( int sampler, CGLMTex *tex );
|
|
|
|
FORCEINLINE void SetSamplerDirty( int sampler );
|
|
FORCEINLINE void SetSamplerMinFilter( int sampler, GLenum Value );
|
|
FORCEINLINE void SetSamplerMagFilter( int sampler, GLenum Value );
|
|
FORCEINLINE void SetSamplerMipFilter( int sampler, GLenum Value );
|
|
FORCEINLINE void SetSamplerAddressU( int sampler, GLenum Value );
|
|
FORCEINLINE void SetSamplerAddressV( int sampler, GLenum Value );
|
|
FORCEINLINE void SetSamplerAddressW( int sampler, GLenum Value );
|
|
FORCEINLINE void SetSamplerStates( int sampler, GLenum AddressU, GLenum AddressV, GLenum AddressW, GLenum minFilter, GLenum magFilter, GLenum mipFilter, int minLod, float lodBias );
|
|
FORCEINLINE void SetSamplerBorderColor( int sampler, DWORD Value );
|
|
FORCEINLINE void SetSamplerMipMapLODBias( int sampler, DWORD Value );
|
|
FORCEINLINE void SetSamplerMaxMipLevel( int sampler, DWORD Value );
|
|
FORCEINLINE void SetSamplerMaxAnisotropy( int sampler, DWORD Value );
|
|
FORCEINLINE void SetSamplerSRGBTexture( int sampler, DWORD Value );
|
|
FORCEINLINE void SetShadowFilter( int sampler, DWORD Value );
|
|
|
|
// render targets (FBO's)
|
|
CGLMFBO *NewFBO( void );
|
|
void DelFBO( CGLMFBO *fbo );
|
|
|
|
// programs
|
|
CGLMProgram *NewProgram( EGLMProgramType type, char *progString, const char *pShaderName );
|
|
void DelProgram( CGLMProgram *pProg );
|
|
void NullProgram( void ); // de-ac all shader state
|
|
|
|
FORCEINLINE void SetVertexProgram( CGLMProgram *pProg );
|
|
FORCEINLINE void SetFragmentProgram( CGLMProgram *pProg );
|
|
FORCEINLINE void SetProgram( EGLMProgramType nProgType, CGLMProgram *pProg ) { m_drawingProgram[nProgType] = pProg; m_bDirtyPrograms = true; }
|
|
|
|
void SetDrawingLang( EGLMProgramLang lang, bool immediate=false ); // choose ARB or GLSL. immediate=false defers lang change to top of frame
|
|
|
|
void LinkShaderPair( CGLMProgram *vp, CGLMProgram *fp ); // ensure this combo has been linked and is in the GLSL pair cache
|
|
void ValidateShaderPair( CGLMProgram *vp, CGLMProgram *fp );
|
|
void ClearShaderPairCache( void ); // call this to shoot down all the linked pairs
|
|
void QueryShaderPair( int index, GLMShaderPairInfo *infoOut ); // this lets you query the shader pair cache for saving its state
|
|
|
|
// buffers
|
|
// Lock and Unlock reqs go directly to the buffer object
|
|
CGLMBuffer *NewBuffer( EGLMBufferType type, uint size, uint options );
|
|
void DelBuffer( CGLMBuffer *buff );
|
|
|
|
FORCEINLINE void SetIndexBuffer( CGLMBuffer *buff ) { BindIndexBufferToCtx( buff ); }
|
|
|
|
// FIXME: Remove this, it's no longer used
|
|
FORCEINLINE void SetVertexAttributes( GLMVertexSetup *setup )
|
|
{
|
|
// we now just latch the vert setup and then execute on it at flushdrawstatestime if shaders are enabled.
|
|
if ( setup )
|
|
{
|
|
m_drawVertexSetup = *setup;
|
|
}
|
|
else
|
|
{
|
|
memset( &m_drawVertexSetup, 0, sizeof( m_drawVertexSetup ) );
|
|
}
|
|
}
|
|
|
|
// note, no API is exposed for setting a single attribute source.
|
|
// come prepared with a complete block of attributes to use.
|
|
|
|
// Queries
|
|
CGLMQuery *NewQuery( GLMQueryParams *params );
|
|
void DelQuery( CGLMQuery *query );
|
|
|
|
// "slot" means a vec4-sized thing
|
|
// these write into .env parameter space
|
|
FORCEINLINE void SetProgramParametersF( EGLMProgramType type, uint baseSlot, float *slotData, uint slotCount );
|
|
FORCEINLINE void SetProgramParametersB( EGLMProgramType type, uint baseSlot, int *slotData, uint boolCount ); // take "BOOL" aka int
|
|
FORCEINLINE void SetProgramParametersI( EGLMProgramType type, uint baseSlot, int *slotData, uint slotCount ); // take int4s
|
|
|
|
// state sync
|
|
// If lazyUnbinding is true, unbound samplers will not actually be unbound to the GL device.
|
|
FORCEINLINE void FlushDrawStates( uint nStartIndex, uint nEndIndex, uint nBaseVertex ); // pushes all drawing state - samplers, tex, programs, etc.
|
|
void FlushDrawStatesNoShaders();
|
|
|
|
// drawing
|
|
#if 1 //ifndef OSX
|
|
FORCEINLINE void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, uint baseVertex, CGLMBuffer *pIndexBuf );
|
|
void DrawRangeElementsNonInline( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, uint baseVertex, CGLMBuffer *pIndexBuf );
|
|
#else
|
|
void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, CGLMBuffer *pIndexBuf );
|
|
#endif
|
|
|
|
void CheckNative( void );
|
|
|
|
// clearing
|
|
void Clear( bool color, unsigned long colorValue, bool depth, float depthValue, bool stencil, unsigned int stencilValue, GLScissorBox_t *rect = NULL );
|
|
|
|
// display
|
|
//void SetVSyncEnable( bool vsyncOn );
|
|
//void SetFullScreen( bool fsOn, int screenIndex ); // will be latched for next BeginFrame
|
|
//void ActivateFullScreen( bool fsOn, int screenIndex ); // will be called by BeginFrame
|
|
bool SetDisplayParams( GLMDisplayParams *params ); // either the first time setup, or a change to new setup
|
|
|
|
void Present( CGLMTex *tex ); // somewhat hardwired for the time being
|
|
|
|
// Called when IDirect3DDevice9::Reset() is called.
|
|
void Reset();
|
|
|
|
// writers for the state block inputs
|
|
|
|
FORCEINLINE void WriteAlphaTestEnable( GLAlphaTestEnable_t *src ) { m_AlphaTestEnable.Write( src ); }
|
|
FORCEINLINE void WriteAlphaTestFunc( GLAlphaTestFunc_t *src ) { m_AlphaTestFunc.Write( src ); }
|
|
FORCEINLINE void WriteAlphaToCoverageEnable( GLAlphaToCoverageEnable_t *src ) { m_AlphaToCoverageEnable.Write( src ); }
|
|
FORCEINLINE void WriteCullFaceEnable( GLCullFaceEnable_t *src ) { m_CullFaceEnable.Write( src ); }
|
|
FORCEINLINE void WriteCullFrontFace( GLCullFrontFace_t *src ) { m_CullFrontFace.Write( src ); }
|
|
FORCEINLINE void WritePolygonMode( GLPolygonMode_t *src ) { m_PolygonMode.Write( src ); }
|
|
FORCEINLINE void WriteDepthBias( GLDepthBias_t *src ) { m_DepthBias.Write( src ); }
|
|
FORCEINLINE void WriteClipPlaneEnable( GLClipPlaneEnable_t *src, int which ) { m_ClipPlaneEnable.WriteIndex( src, which ); }
|
|
FORCEINLINE void WriteClipPlaneEquation( GLClipPlaneEquation_t *src, int which ) { m_ClipPlaneEquation.WriteIndex( src, which ); }
|
|
FORCEINLINE void WriteScissorEnable( GLScissorEnable_t *src ) { m_ScissorEnable.Write( src ); }
|
|
FORCEINLINE void WriteScissorBox( GLScissorBox_t *src ) { m_ScissorBox.Write( src ); }
|
|
FORCEINLINE void WriteViewportBox( GLViewportBox_t *src ) { m_ViewportBox.Write( src ); }
|
|
FORCEINLINE void WriteViewportDepthRange( GLViewportDepthRange_t *src ) { m_ViewportDepthRange.Write( src ); }
|
|
FORCEINLINE void WriteColorMaskSingle( GLColorMaskSingle_t *src ) { m_ColorMaskSingle.Write( src ); }
|
|
FORCEINLINE void WriteColorMaskMultiple( GLColorMaskMultiple_t *src, int which ) { m_ColorMaskMultiple.WriteIndex( src, which ); }
|
|
FORCEINLINE void WriteBlendEnable( GLBlendEnable_t *src ) { m_BlendEnable.Write( src ); }
|
|
FORCEINLINE void WriteBlendFactor( GLBlendFactor_t *src ) { m_BlendFactor.Write( src ); }
|
|
FORCEINLINE void WriteBlendEquation( GLBlendEquation_t *src ) { m_BlendEquation.Write( src ); }
|
|
FORCEINLINE void WriteBlendColor( GLBlendColor_t *src ) { m_BlendColor.Write( src ); }
|
|
|
|
FORCEINLINE void WriteBlendEnableSRGB( GLBlendEnableSRGB_t *src )
|
|
{
|
|
if (m_caps.m_hasGammaWrites) // only if caps allow do we actually push it through to the extension
|
|
{
|
|
m_BlendEnableSRGB.Write( src );
|
|
}
|
|
else
|
|
{
|
|
m_FakeBlendEnableSRGB = src->enable != 0;
|
|
}
|
|
// note however that we're still tracking what this mode should be, so FlushDrawStates can look at it and adjust the pixel shader
|
|
// if fake SRGB mode is in place (m_caps.m_hasGammaWrites is false)
|
|
}
|
|
|
|
FORCEINLINE void WriteDepthTestEnable( GLDepthTestEnable_t *src ) { m_DepthTestEnable.Write( src ); }
|
|
FORCEINLINE void WriteDepthFunc( GLDepthFunc_t *src ) { m_DepthFunc.Write( src ); }
|
|
FORCEINLINE void WriteDepthMask( GLDepthMask_t *src ) { m_DepthMask.Write( src ); }
|
|
FORCEINLINE void WriteStencilTestEnable( GLStencilTestEnable_t *src ) { m_StencilTestEnable.Write( src ); }
|
|
FORCEINLINE void WriteStencilFunc( GLStencilFunc_t *src ) { m_StencilFunc.Write( src ); }
|
|
FORCEINLINE void WriteStencilOp( GLStencilOp_t *src, int which ) { m_StencilOp.WriteIndex( src, which ); }
|
|
FORCEINLINE void WriteStencilWriteMask( GLStencilWriteMask_t *src ) { m_StencilWriteMask.Write( src ); }
|
|
FORCEINLINE void WriteClearColor( GLClearColor_t *src ) { m_ClearColor.Write( src ); }
|
|
FORCEINLINE void WriteClearDepth( GLClearDepth_t *src ) { m_ClearDepth.Write( src ); }
|
|
FORCEINLINE void WriteClearStencil( GLClearStencil_t *src ) { m_ClearStencil.Write( src ); }
|
|
|
|
// debug stuff
|
|
void BeginFrame( void );
|
|
void EndFrame( void );
|
|
|
|
// new interactive debug stuff
|
|
#if GLMDEBUG
|
|
void DebugDump( GLMDebugHookInfo *info, uint options, uint vertDumpMode );
|
|
void DebugHook( GLMDebugHookInfo *info );
|
|
void DebugPresent( void );
|
|
void DebugClear( void );
|
|
#endif
|
|
|
|
FORCEINLINE void SetMaxUsedVertexShaderConstantsHint( uint nMaxConstants );
|
|
FORCEINLINE uintp GetCurrentOwnerThreadId() const { return m_nCurOwnerThreadId; }
|
|
|
|
protected:
|
|
friend class GLMgr; // only GLMgr can make GLMContext objects
|
|
friend class GLMRendererInfo; // only GLMgr can make GLMContext objects
|
|
friend class CGLMTex; // tex needs to be able to do binds
|
|
friend class CGLMFBO; // fbo needs to be able to do binds
|
|
friend class CGLMProgram;
|
|
friend class CGLMShaderPair;
|
|
friend class CGLMShaderPairCache;
|
|
friend class CGLMBuffer;
|
|
friend class CGLMBufferSpanManager;
|
|
friend class GLMTester; // tester class needs access back into GLMContext
|
|
|
|
friend struct IDirect3D9;
|
|
friend struct IDirect3DDevice9;
|
|
friend struct IDirect3DQuery9;
|
|
|
|
// methods------------------------------------------
|
|
|
|
// old GLMContext( GLint displayMask, GLint rendererID, PseudoNSGLContextPtr nsglShareCtx );
|
|
GLMContext( IDirect3DDevice9 *pDevice, GLMDisplayParams *params );
|
|
~GLMContext();
|
|
|
|
#ifndef OSX
|
|
FORCEINLINE GLuint FindSamplerObject( const GLMTexSamplingParams &desiredParams );
|
|
#endif
|
|
|
|
FORCEINLINE void SetBufAndVertexAttribPointer( uint nIndex, GLuint nGLName, GLuint stride, GLuint datatype, GLboolean normalized, GLuint nCompCount, const void *pBuf, uint nRevision )
|
|
{
|
|
VertexAttribs_t &curAttribs = m_boundVertexAttribs[nIndex];
|
|
if ( nGLName != m_nBoundGLBuffer[kGLMVertexBuffer] )
|
|
{
|
|
m_nBoundGLBuffer[kGLMVertexBuffer] = nGLName;
|
|
gGL->glBindBufferARB( GL_ARRAY_BUFFER_ARB, nGLName );
|
|
}
|
|
else if ( ( curAttribs.m_pPtr == pBuf ) &&
|
|
( curAttribs.m_revision == nRevision ) &&
|
|
( curAttribs.m_stride == stride ) &&
|
|
( curAttribs.m_datatype == datatype ) &&
|
|
( curAttribs.m_normalized == normalized ) &&
|
|
( curAttribs.m_nCompCount == nCompCount ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
curAttribs.m_nCompCount = nCompCount;
|
|
curAttribs.m_datatype = datatype;
|
|
curAttribs.m_normalized = normalized;
|
|
curAttribs.m_stride = stride;
|
|
curAttribs.m_pPtr = pBuf;
|
|
curAttribs.m_revision = nRevision;
|
|
|
|
gGL->glVertexAttribPointer( nIndex, nCompCount, datatype, normalized, stride, pBuf );
|
|
}
|
|
|
|
struct CurAttribs_t
|
|
{
|
|
uint m_nTotalBufferRevision;
|
|
IDirect3DVertexDeclaration9 *m_pVertDecl;
|
|
D3DStreamDesc m_streams[ D3D_MAX_STREAMS ];
|
|
uint64 m_vtxAttribMap[2];
|
|
};
|
|
|
|
CurAttribs_t m_CurAttribs;
|
|
|
|
FORCEINLINE void ClearCurAttribs()
|
|
{
|
|
m_CurAttribs.m_nTotalBufferRevision = 0;
|
|
m_CurAttribs.m_pVertDecl = NULL;
|
|
memset( m_CurAttribs.m_streams, 0, sizeof( m_CurAttribs.m_streams ) );
|
|
m_CurAttribs.m_vtxAttribMap[0] = 0xBBBBBBBBBBBBBBBBULL;
|
|
m_CurAttribs.m_vtxAttribMap[1] = 0xBBBBBBBBBBBBBBBBULL;
|
|
}
|
|
|
|
FORCEINLINE void ReleasedShader() { NullProgram(); }
|
|
|
|
// textures
|
|
FORCEINLINE void SelectTMU( int tmu )
|
|
{
|
|
if ( tmu != m_activeTexture )
|
|
{
|
|
gGL->glActiveTexture( GL_TEXTURE0 + tmu );
|
|
m_activeTexture = tmu;
|
|
}
|
|
}
|
|
|
|
void BindTexToTMU( CGLMTex *tex, int tmu );
|
|
|
|
// render targets / FBO's
|
|
void BindFBOToCtx( CGLMFBO *fbo, GLenum bindPoint = GL_FRAMEBUFFER_EXT ); // you can also choose GL_READ_FRAMEBUFFER_EXT / GL_DRAW_FRAMEBUFFER_EXT
|
|
|
|
// buffers
|
|
FORCEINLINE void BindGLBufferToCtx( GLenum nGLBufType, GLuint nGLName, bool bForce = false )
|
|
{
|
|
Assert( ( nGLBufType == GL_ARRAY_BUFFER_ARB ) || ( nGLBufType == GL_ELEMENT_ARRAY_BUFFER_ARB ) );
|
|
|
|
const uint nIndex = ( nGLBufType == GL_ARRAY_BUFFER_ARB ) ? kGLMVertexBuffer : kGLMIndexBuffer;
|
|
if ( ( bForce ) || ( m_nBoundGLBuffer[nIndex] != nGLName ) )
|
|
{
|
|
m_nBoundGLBuffer[nIndex] = nGLName;
|
|
gGL->glBindBufferARB( nGLBufType, nGLName );
|
|
}
|
|
}
|
|
|
|
void BindBufferToCtx( EGLMBufferType type, CGLMBuffer *buff, bool force = false ); // does not twiddle any enables.
|
|
|
|
FORCEINLINE void BindIndexBufferToCtx( CGLMBuffer *buff );
|
|
FORCEINLINE void BindVertexBufferToCtx( CGLMBuffer *buff );
|
|
|
|
GLuint CreateTex( GLenum texBind, GLenum internalFormat );
|
|
void CleanupTex( GLenum texBind, GLMTexLayout* pLayout, GLuint tex );
|
|
void DestroyTex( GLenum texBind, GLMTexLayout* pLayout, GLuint tex );
|
|
GLuint FillTexCache( bool holdOne, int newTextures );
|
|
void PurgeTexCache( );
|
|
|
|
// debug font
|
|
void GenDebugFontTex( void );
|
|
void DrawDebugText( float x, float y, float z, float drawCharWidth, float drawCharHeight, char *string );
|
|
|
|
#ifndef OSX
|
|
CPinnedMemoryBuffer *GetCurPinnedMemoryBuffer( ) { return &m_PinnedMemoryBuffers[m_nCurPinnedMemoryBuffer]; }
|
|
#endif
|
|
|
|
CPersistentBuffer* GetCurPersistentBuffer( EGLMBufferType type ) { return &( m_persistentBuffer[m_nCurPersistentBuffer][type] ); }
|
|
|
|
// members------------------------------------------
|
|
|
|
// context
|
|
uintp m_nCurOwnerThreadId;
|
|
uint m_nThreadOwnershipReleaseCounter;
|
|
|
|
bool m_bUseSamplerObjects;
|
|
bool m_bTexClientStorage;
|
|
|
|
IDirect3DDevice9 *m_pDevice;
|
|
GLMRendererInfoFields m_caps;
|
|
|
|
bool m_displayParamsValid; // is there a param block copied in yet
|
|
GLMDisplayParams m_displayParams; // last known display config, either via constructor, or by SetDisplayParams...
|
|
|
|
#if defined( USE_SDL )
|
|
int m_pixelFormatAttribs[100]; // more than enough
|
|
PseudoNSGLContextPtr m_nsctx;
|
|
void * m_ctx;
|
|
#endif
|
|
bool m_bUseBoneUniformBuffers; // if true, we use two uniform buffers for vertex shader constants vs. one
|
|
|
|
// texture form table
|
|
CGLMTexLayoutTable *m_texLayoutTable;
|
|
|
|
// context state mirrors
|
|
|
|
GLState<GLAlphaTestEnable_t> m_AlphaTestEnable;
|
|
|
|
GLState<GLAlphaTestFunc_t> m_AlphaTestFunc;
|
|
|
|
GLState<GLCullFaceEnable_t> m_CullFaceEnable;
|
|
GLState<GLCullFrontFace_t> m_CullFrontFace;
|
|
GLState<GLPolygonMode_t> m_PolygonMode;
|
|
|
|
GLState<GLDepthBias_t> m_DepthBias;
|
|
|
|
GLStateArray<GLClipPlaneEnable_t,kGLMUserClipPlanes> m_ClipPlaneEnable;
|
|
GLStateArray<GLClipPlaneEquation_t,kGLMUserClipPlanes> m_ClipPlaneEquation; // dxabstract puts them directly into param slot 253(0) and 254(1)
|
|
|
|
GLState<GLScissorEnable_t> m_ScissorEnable;
|
|
GLState<GLScissorBox_t> m_ScissorBox;
|
|
|
|
GLState<GLAlphaToCoverageEnable_t> m_AlphaToCoverageEnable;
|
|
|
|
GLState<GLViewportBox_t> m_ViewportBox;
|
|
GLState<GLViewportDepthRange_t> m_ViewportDepthRange;
|
|
|
|
GLState<GLColorMaskSingle_t> m_ColorMaskSingle;
|
|
GLStateArray<GLColorMaskMultiple_t,8> m_ColorMaskMultiple; // need an official constant for the color buffers limit
|
|
|
|
GLState<GLBlendEnable_t> m_BlendEnable;
|
|
GLState<GLBlendFactor_t> m_BlendFactor;
|
|
GLState<GLBlendEquation_t> m_BlendEquation;
|
|
GLState<GLBlendColor_t> m_BlendColor;
|
|
GLState<GLBlendEnableSRGB_t> m_BlendEnableSRGB; // write to this one to transmit intent to write SRGB encoded pixels to drawing FB
|
|
bool m_FakeBlendEnableSRGB; // writes to above will be shunted here if fake SRGB is in effect.
|
|
|
|
GLState<GLDepthTestEnable_t> m_DepthTestEnable;
|
|
GLState<GLDepthFunc_t> m_DepthFunc;
|
|
GLState<GLDepthMask_t> m_DepthMask;
|
|
|
|
GLState<GLStencilTestEnable_t> m_StencilTestEnable; // global stencil test enable
|
|
GLState<GLStencilFunc_t> m_StencilFunc; // holds front and back stencil funcs
|
|
GLStateArray<GLStencilOp_t,2> m_StencilOp; // indexed: 0=front 1=back
|
|
GLState<GLStencilWriteMask_t> m_StencilWriteMask;
|
|
|
|
GLState<GLClearColor_t> m_ClearColor;
|
|
GLState<GLClearDepth_t> m_ClearDepth;
|
|
GLState<GLClearStencil_t> m_ClearStencil;
|
|
|
|
// texture bindings and sampler setup
|
|
int m_activeTexture; // mirror for glActiveTexture
|
|
GLMTexSampler m_samplers[GLM_SAMPLER_COUNT];
|
|
|
|
uint8 m_nDirtySamplerFlags[GLM_SAMPLER_COUNT]; // 0 if the sampler is dirty, 1 if not
|
|
uint32 m_nNumDirtySamplers; // # of unique dirty sampler indices in m_nDirtySamplers
|
|
uint8 m_nDirtySamplers[GLM_SAMPLER_COUNT + 1]; // dirty sampler indices
|
|
|
|
void MarkAllSamplersDirty();
|
|
|
|
struct SamplerHashEntry
|
|
{
|
|
GLuint m_samplerObject;
|
|
GLMTexSamplingParams m_params;
|
|
};
|
|
|
|
enum
|
|
{
|
|
cSamplerObjectHashBits = 9, cSamplerObjectHashSize = 1 << cSamplerObjectHashBits
|
|
};
|
|
SamplerHashEntry m_samplerObjectHash[cSamplerObjectHashSize];
|
|
uint m_nSamplerObjectHashNumEntries;
|
|
|
|
// texture lock tracking - CGLMTex objects share usage of this
|
|
CUtlVector< GLMTexLockDesc > m_texLocks;
|
|
|
|
// render target binding - check before draw
|
|
// similar to tex sampler mechanism, we track "bound" from "chosen for drawing" separately,
|
|
// so binding for creation/setup need not disrupt any notion of what will be used at draw time
|
|
|
|
CGLMFBO *m_boundDrawFBO; // FBO on GL_DRAW_FRAMEBUFFER bind point
|
|
CGLMFBO *m_boundReadFBO; // FBO on GL_READ_FRAMEBUFFER bind point
|
|
// ^ both are set if you bind to GL_FRAMEBUFFER_EXT
|
|
|
|
CGLMFBO *m_drawingFBO; // what FBO should be bound at draw time (to both read/draw bp's).
|
|
|
|
CGLMFBO *m_blitReadFBO;
|
|
CGLMFBO *m_blitDrawFBO; // scratch FBO's for framebuffer blit
|
|
|
|
CGLMFBO *m_scratchFBO[ kGLMScratchFBOCount ]; // general purpose FBO's for internal use
|
|
|
|
CUtlVector< CGLMFBO* > m_fboTable; // each live FBO goes in the table
|
|
|
|
uint m_fragDataMask;
|
|
|
|
// program bindings
|
|
EGLMProgramLang m_drawingLangAtFrameStart; // selector for start of frame (spills into m_drawingLang)
|
|
EGLMProgramLang m_drawingLang; // selector for which language we desire to draw with on the next batch
|
|
CGLMProgram *m_drawingProgram[ kGLMNumProgramTypes ];
|
|
bool m_bDirtyPrograms;
|
|
|
|
GLMProgramParamsF m_programParamsF[ kGLMNumProgramTypes ];
|
|
GLMProgramParamsB m_programParamsB[ kGLMNumProgramTypes ];
|
|
GLMProgramParamsI m_programParamsI[ kGLMNumProgramTypes ]; // two banks, but only the vertex one is used
|
|
EGLMParamWriteMode m_paramWriteMode;
|
|
|
|
CGLMProgram *m_pNullFragmentProgram; // write opaque black. Activate when caller asks for null FP
|
|
|
|
CGLMProgram *m_preloadTexVertexProgram; // programs to help preload textures (dummies)
|
|
CGLMProgram *m_preload2DTexFragmentProgram;
|
|
CGLMProgram *m_preload3DTexFragmentProgram;
|
|
CGLMProgram *m_preloadCubeTexFragmentProgram;
|
|
|
|
#if defined( OSX ) && defined( GLMDEBUG )
|
|
CGLMProgram *m_boundProgram[ kGLMNumProgramTypes ];
|
|
#endif
|
|
|
|
CGLMShaderPairCache *m_pairCache; // GLSL only
|
|
CGLMShaderPair *m_pBoundPair; // GLSL only
|
|
|
|
FORCEINLINE void NewLinkedProgram() { ClearCurAttribs(); }
|
|
|
|
//uint m_boundPairRevision; // GLSL only
|
|
//GLhandleARB m_boundPairProgram; // GLSL only
|
|
|
|
// buffer bindings
|
|
GLuint m_nBoundGLBuffer[kGLMNumBufferTypes];
|
|
|
|
struct VertexAttribs_t
|
|
{
|
|
GLuint m_nCompCount;
|
|
GLenum m_datatype;
|
|
GLboolean m_normalized;
|
|
GLuint m_stride;
|
|
const void *m_pPtr;
|
|
uint m_revision;
|
|
};
|
|
|
|
VertexAttribs_t m_boundVertexAttribs[ kGLMVertexAttributeIndexMax ]; // tracked per attrib for dupe-set-absorb
|
|
uint m_lastKnownVertexAttribMask; // tracked for dupe-enable-absorb
|
|
int m_nNumSetVertexAttributes;
|
|
|
|
// FIXME: Remove this, it's no longer used
|
|
GLMVertexSetup m_drawVertexSetup;
|
|
|
|
EGLMAttribWriteMode m_attribWriteMode;
|
|
|
|
bool m_slowCheckEnable; // turn this on or no native checking is done ("-glmassertslow" or "-glmsspewslow")
|
|
bool m_slowAssertEnable; // turn this on to assert on a non-native batch "-glmassertslow"
|
|
bool m_slowSpewEnable; // turn this on to log non-native batches to stdout "-glmspewslow"
|
|
bool m_checkglErrorsAfterEveryBatch; // turn this on to check for GL errors after each batch (slow) ("-glcheckerrors")
|
|
|
|
// debug font texture
|
|
CGLMTex *m_debugFontTex; // might be NULL unless you call GenDebugFontTex
|
|
CGLMBuffer *m_debugFontIndices; // up to 1024 indices (256 chars times 4)
|
|
CGLMBuffer *m_debugFontVertices; // up to 1024 verts
|
|
|
|
// batch/frame debugging support
|
|
int m_debugFrameIndex; // init to -1. Increment at BeginFrame
|
|
|
|
int m_nMaxUsedVertexProgramConstantsHint;
|
|
|
|
uint32 m_dwRenderThreadId;
|
|
volatile bool m_bIsThreading;
|
|
|
|
uint m_nCurFrame;
|
|
uint m_nBatchCounter;
|
|
|
|
struct TextureEntry_t
|
|
{
|
|
GLenum m_nTexBind;
|
|
GLenum m_nInternalFormat;
|
|
GLuint m_nTexName;
|
|
};
|
|
|
|
GLuint m_destroyPBO;
|
|
CUtlVector< TextureEntry_t > m_availableTextures;
|
|
|
|
#ifndef OSX
|
|
enum { cNumPinnedMemoryBuffers = 4 };
|
|
CPinnedMemoryBuffer m_PinnedMemoryBuffers[cNumPinnedMemoryBuffers];
|
|
uint m_nCurPinnedMemoryBuffer;
|
|
#endif
|
|
|
|
enum { cNumPersistentBuffers = 3 };
|
|
CPersistentBuffer m_persistentBuffer[cNumPersistentBuffers][kGLMNumBufferTypes];
|
|
uint m_nCurPersistentBuffer;
|
|
|
|
void SaveColorMaskAndSetToDefault();
|
|
void RestoreSavedColorMask();
|
|
GLColorMaskSingle_t m_SavedColorMask;
|
|
|
|
#if GLMDEBUG
|
|
// interactive (DebugHook) debug support
|
|
|
|
// using these you can implement frame advance, batch single step, and batch rewind (let it run til next frame and hold on prev batch #)
|
|
int m_holdFrameBegin; // -1 if no hold req'd, otherwise # of frame to hold at (at beginframe time)
|
|
int m_holdFrameEnd; // -1 if no hold req'd, otherwise # of frame to hold at (at endframe time)
|
|
|
|
int m_holdBatch,m_holdBatchFrame; // -1 if no hold, else # of batch&frame to hold at (both must be set)
|
|
// these can be expired/cleared to -1 if the frame passes without a hit
|
|
// may be desirable to re-pause in that event, as user was expecting a hold to occur
|
|
|
|
bool m_debugDelayEnable; // allow sleep delay
|
|
uint m_debugDelay; // sleep time per hook call in microseconds (for usleep())
|
|
|
|
// pre-draw global toggles / options
|
|
bool m_autoClearColor,m_autoClearDepth,m_autoClearStencil;
|
|
float m_autoClearColorValues[4];
|
|
|
|
// debug knobs
|
|
int m_selKnobIndex;
|
|
float m_selKnobMinValue,m_selKnobMaxValue,m_selKnobIncrement;
|
|
#endif
|
|
|
|
#if GL_BATCH_PERF_ANALYSIS
|
|
uint m_nTotalVSUniformCalls;
|
|
uint m_nTotalVSUniformBoneCalls;
|
|
uint m_nTotalVSUniformsSet;
|
|
uint m_nTotalVSUniformsBoneSet;
|
|
uint m_nTotalPSUniformCalls;
|
|
uint m_nTotalPSUniformsSet;
|
|
|
|
CFlushDrawStatesStats m_FlushStats;
|
|
#endif
|
|
|
|
void ProcessTextureDeletes();
|
|
CTSQueue<CGLMTex*> m_DeleteTextureQueue;
|
|
};
|
|
|
|
#if 1 //ifndef OSX
|
|
|
|
FORCEINLINE void GLMContext::DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, uint baseVertex, CGLMBuffer *pIndexBuf )
|
|
{
|
|
#if GL_ENABLE_INDEX_VERIFICATION
|
|
DrawRangeElementsNonInline( mode, start, end, count, type, indices, baseVertex, pIndexBuf );
|
|
#else
|
|
|
|
#if GLMDEBUG
|
|
GLM_FUNC;
|
|
#else
|
|
//tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %d-%d count:%d mode:%d type:%d", __FUNCTION__, start, end, count, mode, type );
|
|
#endif
|
|
|
|
++m_nBatchCounter;
|
|
|
|
SetIndexBuffer( pIndexBuf );
|
|
|
|
void *indicesActual = (void*)indices;
|
|
|
|
if ( pIndexBuf->m_bPseudo )
|
|
{
|
|
// you have to pass actual address, not offset
|
|
indicesActual = (void*)( (intp)indicesActual + (intp)pIndexBuf->m_pPseudoBuf );
|
|
}
|
|
if (pIndexBuf->m_bUsingPersistentBuffer)
|
|
{
|
|
indicesActual = (void*)( (intp)indicesActual + (intp)pIndexBuf->m_nPersistentBufferStartOffset );
|
|
}
|
|
|
|
//#if GLMDEBUG
|
|
#if 0
|
|
bool hasVP = m_drawingProgram[ kGLMVertexProgram ] != NULL;
|
|
bool hasFP = m_drawingProgram[ kGLMFragmentProgram ] != NULL;
|
|
|
|
// init debug hook information
|
|
GLMDebugHookInfo info;
|
|
memset( &info, 0, sizeof(info) );
|
|
info.m_caller = eDrawElements;
|
|
|
|
// relay parameters we're operating under
|
|
info.m_drawMode = mode;
|
|
info.m_drawStart = start;
|
|
info.m_drawEnd = end;
|
|
info.m_drawCount = count;
|
|
info.m_drawType = type;
|
|
info.m_drawIndices = indices;
|
|
|
|
do
|
|
{
|
|
// obey global options re pre-draw clear
|
|
if ( m_autoClearColor || m_autoClearDepth || m_autoClearStencil )
|
|
{
|
|
GLMPRINTF(("-- DrawRangeElements auto clear" ));
|
|
this->DebugClear();
|
|
}
|
|
|
|
// always sync with editable shader text prior to draw
|
|
#if GLMDEBUG
|
|
//FIXME disengage this path if context is in GLSL mode..
|
|
// it will need fixes to get the shader pair re-linked etc if edits happen anyway.
|
|
|
|
if (m_drawingProgram[ kGLMVertexProgram ])
|
|
{
|
|
m_drawingProgram[ kGLMVertexProgram ]->SyncWithEditable();
|
|
}
|
|
else
|
|
{
|
|
AssertOnce(!"drawing with no vertex program bound");
|
|
}
|
|
|
|
|
|
if (m_drawingProgram[ kGLMFragmentProgram ])
|
|
{
|
|
m_drawingProgram[ kGLMFragmentProgram ]->SyncWithEditable();
|
|
}
|
|
else
|
|
{
|
|
AssertOnce(!"drawing with no fragment program bound");
|
|
}
|
|
#endif
|
|
// do the drawing
|
|
if (hasVP && hasFP)
|
|
{
|
|
gGL->glDrawRangeElementsBaseVertex( mode, start, end, count, type, indicesActual, baseVertex );
|
|
|
|
if ( m_slowCheckEnable )
|
|
{
|
|
CheckNative();
|
|
}
|
|
}
|
|
this->DebugHook( &info );
|
|
|
|
} while ( info.m_loop );
|
|
#else
|
|
Assert( m_drawingLang == kGLMGLSL );
|
|
|
|
if ( m_pBoundPair )
|
|
{
|
|
gGL->glDrawRangeElementsBaseVertex( mode, start, end, count, type, indicesActual, baseVertex );
|
|
|
|
#if GLMDEBUG
|
|
if ( m_slowCheckEnable )
|
|
{
|
|
CheckNative();
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#endif // GL_ENABLE_INDEX_VERIFICATION
|
|
}
|
|
|
|
#endif // #ifndef OSX
|
|
|
|
FORCEINLINE void GLMContext::SetVertexProgram( CGLMProgram *pProg )
|
|
{
|
|
m_drawingProgram[kGLMVertexProgram] = pProg;
|
|
m_bDirtyPrograms = true;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetFragmentProgram( CGLMProgram *pProg )
|
|
{
|
|
m_drawingProgram[kGLMFragmentProgram] = pProg ? pProg : m_pNullFragmentProgram;
|
|
m_bDirtyPrograms = true;
|
|
}
|
|
|
|
// "slot" means a vec4-sized thing
|
|
// these write into .env parameter space
|
|
FORCEINLINE void GLMContext::SetProgramParametersF( EGLMProgramType type, uint baseSlot, float *slotData, uint slotCount )
|
|
{
|
|
#if GLMDEBUG
|
|
GLM_FUNC;
|
|
#endif
|
|
|
|
Assert( baseSlot < kGLMProgramParamFloat4Limit );
|
|
Assert( baseSlot+slotCount <= kGLMProgramParamFloat4Limit );
|
|
|
|
#if GLMDEBUG
|
|
GLMPRINTF(("-S-GLMContext::SetProgramParametersF %s slots %d - %d: ", (type==kGLMVertexProgram) ? "VS" : "FS", baseSlot, baseSlot + slotCount - 1 ));
|
|
for( uint i=0; i<slotCount; i++ )
|
|
{
|
|
GLMPRINTF(( "-S- %03d: [ %7.4f %7.4f %7.4f %7.4f ]",
|
|
baseSlot+i,
|
|
slotData[i*4], slotData[i*4+1], slotData[i*4+2], slotData[i*4+3]
|
|
));
|
|
}
|
|
#endif
|
|
|
|
memcpy( &m_programParamsF[type].m_values[baseSlot][0], slotData, (4 * sizeof(float)) * slotCount );
|
|
|
|
if ( ( type == kGLMVertexProgram ) && ( m_bUseBoneUniformBuffers ) )
|
|
{
|
|
// changes here to handle vertex shaders which use constants before and after the bone array i.e. before c58 and after c216
|
|
// a better change may be to modify the shaders and place the bone consts at either start or end - would simplify this and the flush code
|
|
// the current supporting code (shader translator(dx9asmtogl2), param setting(here) and flushing(glmgr_flush.inl) should work unchanged, even if the const mapping is changed.
|
|
int firstDirty = (int)baseSlot;
|
|
int highWater = (int)(baseSlot + slotCount);
|
|
|
|
if ( highWater <= DXABSTRACT_VS_FIRST_BONE_SLOT )
|
|
{
|
|
m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = MIN( m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone, firstDirty );
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = MAX( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone, highWater );
|
|
}
|
|
else if ( highWater <= (DXABSTRACT_VS_LAST_BONE_SLOT+1) )
|
|
{
|
|
if ( firstDirty < DXABSTRACT_VS_FIRST_BONE_SLOT )
|
|
{
|
|
m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = MIN( m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone, firstDirty );
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = MAX( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone, MIN( DXABSTRACT_VS_FIRST_BONE_SLOT, highWater ) );
|
|
firstDirty = DXABSTRACT_VS_FIRST_BONE_SLOT;
|
|
}
|
|
|
|
int nNumActualBones = ( firstDirty + slotCount ) - DXABSTRACT_VS_FIRST_BONE_SLOT;
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone = MAX( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone, nNumActualBones );
|
|
}
|
|
else
|
|
{
|
|
const int maxBoneSlots = ( DXABSTRACT_VS_LAST_BONE_SLOT + 1 ) - DXABSTRACT_VS_FIRST_BONE_SLOT;
|
|
|
|
if ( firstDirty > DXABSTRACT_VS_LAST_BONE_SLOT )
|
|
{
|
|
m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = MIN( m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone, firstDirty - maxBoneSlots );
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = MAX( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone, highWater - maxBoneSlots );
|
|
}
|
|
else if ( firstDirty >= DXABSTRACT_VS_FIRST_BONE_SLOT )
|
|
{
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone = DXABSTRACT_VS_LAST_BONE_SLOT + 1;
|
|
|
|
m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = MIN( m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone, DXABSTRACT_VS_FIRST_BONE_SLOT );
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = MAX( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone, highWater - maxBoneSlots );
|
|
}
|
|
else
|
|
{
|
|
int nNumActualBones = ( DXABSTRACT_VS_LAST_BONE_SLOT + 1 ) - DXABSTRACT_VS_FIRST_BONE_SLOT;
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone = MAX( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone, nNumActualBones );
|
|
|
|
m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = MIN( m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone, firstDirty );
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = MAX( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone, highWater - maxBoneSlots );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_programParamsF[type].m_dirtySlotHighWaterNonBone = MAX( m_programParamsF[type].m_dirtySlotHighWaterNonBone, (int)(baseSlot + slotCount) );
|
|
m_programParamsF[type].m_firstDirtySlotNonBone = MIN( m_programParamsF[type].m_firstDirtySlotNonBone, (int)baseSlot );
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetProgramParametersB( EGLMProgramType type, uint baseSlot, int *slotData, uint boolCount )
|
|
{
|
|
#if GLMDEBUG
|
|
GLM_FUNC;
|
|
#endif
|
|
|
|
Assert( m_drawingLang == kGLMGLSL );
|
|
Assert( type==kGLMVertexProgram || type==kGLMFragmentProgram );
|
|
|
|
Assert( baseSlot < kGLMProgramParamBoolLimit );
|
|
Assert( baseSlot+boolCount <= kGLMProgramParamBoolLimit );
|
|
|
|
#if GLMDEBUG
|
|
GLMPRINTF(("-S-GLMContext::SetProgramParametersB %s bools %d - %d: ", (type==kGLMVertexProgram) ? "VS" : "FS", baseSlot, baseSlot + boolCount - 1 ));
|
|
for( uint i=0; i<boolCount; i++ )
|
|
{
|
|
GLMPRINTF(( "-S- %03d: %d (bool)",
|
|
baseSlot+i,
|
|
slotData[i]
|
|
));
|
|
}
|
|
#endif
|
|
|
|
memcpy( &m_programParamsB[type].m_values[baseSlot], slotData, sizeof(int) * boolCount );
|
|
|
|
if ( (baseSlot+boolCount) > m_programParamsB[type].m_dirtySlotCount)
|
|
m_programParamsB[type].m_dirtySlotCount = baseSlot+boolCount;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetProgramParametersI( EGLMProgramType type, uint baseSlot, int *slotData, uint slotCount ) // groups of 4 ints...
|
|
{
|
|
#if GLMDEBUG
|
|
GLM_FUNC;
|
|
#endif
|
|
|
|
Assert( m_drawingLang == kGLMGLSL );
|
|
Assert( type==kGLMVertexProgram );
|
|
|
|
Assert( baseSlot < kGLMProgramParamInt4Limit );
|
|
Assert( baseSlot+slotCount <= kGLMProgramParamInt4Limit );
|
|
|
|
#if GLMDEBUG
|
|
GLMPRINTF(("-S-GLMContext::SetProgramParametersI %s slots %d - %d: ", (type==kGLMVertexProgram) ? "VS" : "FS", baseSlot, baseSlot + slotCount - 1 ));
|
|
for( uint i=0; i<slotCount; i++ )
|
|
{
|
|
GLMPRINTF(( "-S- %03d: %d %d %d %d (int4)",
|
|
baseSlot+i,
|
|
slotData[i*4],slotData[i*4+1],slotData[i*4+2],slotData[i*4+3]
|
|
));
|
|
}
|
|
#endif
|
|
|
|
memcpy( &m_programParamsI[type].m_values[baseSlot][0], slotData, (4*sizeof(int)) * slotCount );
|
|
|
|
if ( (baseSlot + slotCount) > m_programParamsI[type].m_dirtySlotCount)
|
|
{
|
|
m_programParamsI[type].m_dirtySlotCount = baseSlot + slotCount;
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerDirty( int sampler )
|
|
{
|
|
Assert( sampler < GLM_SAMPLER_COUNT );
|
|
m_nDirtySamplers[m_nNumDirtySamplers] = sampler;
|
|
m_nNumDirtySamplers += m_nDirtySamplerFlags[sampler];
|
|
m_nDirtySamplerFlags[sampler] = 0;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerTex( int sampler, CGLMTex *tex )
|
|
{
|
|
Assert( sampler < GLM_SAMPLER_COUNT );
|
|
m_samplers[sampler].m_pBoundTex = tex;
|
|
if ( tex )
|
|
{
|
|
if ( !gGL->m_bHave_GL_EXT_direct_state_access )
|
|
{
|
|
if ( sampler != m_activeTexture )
|
|
{
|
|
gGL->glActiveTexture( GL_TEXTURE0 + sampler );
|
|
m_activeTexture = sampler;
|
|
}
|
|
|
|
gGL->glBindTexture( tex->m_texGLTarget, tex->m_texName );
|
|
}
|
|
else
|
|
{
|
|
gGL->glBindMultiTextureEXT( GL_TEXTURE0 + sampler, tex->m_texGLTarget, tex->m_texName );
|
|
}
|
|
}
|
|
|
|
if ( !m_bUseSamplerObjects )
|
|
{
|
|
SetSamplerDirty( sampler );
|
|
}
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerMinFilter( int sampler, GLenum Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS ) );
|
|
m_samplers[sampler].m_samp.m_packed.m_minFilter = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerMagFilter( int sampler, GLenum Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS ) );
|
|
m_samplers[sampler].m_samp.m_packed.m_magFilter = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerMipFilter( int sampler, GLenum Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS ) );
|
|
m_samplers[sampler].m_samp.m_packed.m_mipFilter = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerAddressU( int sampler, GLenum Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS) );
|
|
m_samplers[sampler].m_samp.m_packed.m_addressU = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerAddressV( int sampler, GLenum Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS) );
|
|
m_samplers[sampler].m_samp.m_packed.m_addressV = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerAddressW( int sampler, GLenum Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS) );
|
|
m_samplers[sampler].m_samp.m_packed.m_addressW = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerStates( int sampler, GLenum AddressU, GLenum AddressV, GLenum AddressW, GLenum minFilter, GLenum magFilter, GLenum mipFilter, int minLod, float lodBias )
|
|
{
|
|
Assert( AddressU < ( 1 << GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS) );
|
|
Assert( AddressV < ( 1 << GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS) );
|
|
Assert( AddressW < ( 1 << GLM_PACKED_SAMPLER_PARAMS_ADDRESS_BITS) );
|
|
Assert( minFilter < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MIN_FILTER_BITS ) );
|
|
Assert( magFilter < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MAG_FILTER_BITS ) );
|
|
Assert( mipFilter < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MIP_FILTER_BITS ) );
|
|
Assert( minLod < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS ) );
|
|
|
|
GLMTexSamplingParams ¶ms = m_samplers[sampler].m_samp;
|
|
params.m_packed.m_addressU = AddressU;
|
|
params.m_packed.m_addressV = AddressV;
|
|
params.m_packed.m_addressW = AddressW;
|
|
params.m_packed.m_minFilter = minFilter;
|
|
params.m_packed.m_magFilter = magFilter;
|
|
params.m_packed.m_mipFilter = mipFilter;
|
|
params.m_packed.m_minLOD = minLod;
|
|
|
|
params.m_lodBias = lodBias;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerBorderColor( int sampler, DWORD Value )
|
|
{
|
|
m_samplers[sampler].m_samp.m_borderColor = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerMipMapLODBias( int sampler, DWORD Value )
|
|
{
|
|
typedef union {
|
|
DWORD asDword;
|
|
float asFloat;
|
|
} Convert_t;
|
|
|
|
Convert_t c;
|
|
c.asDword = Value;
|
|
|
|
m_samplers[sampler].m_samp.m_lodBias = c.asFloat;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerMaxMipLevel( int sampler, DWORD Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MIN_LOD_BITS ) );
|
|
m_samplers[sampler].m_samp.m_packed.m_minLOD = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerMaxAnisotropy( int sampler, DWORD Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_MAX_ANISO_BITS ) );
|
|
m_samplers[sampler].m_samp.m_packed.m_maxAniso = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetSamplerSRGBTexture( int sampler, DWORD Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_SRGB_BITS ) );
|
|
m_samplers[sampler].m_samp.m_packed.m_srgb = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetShadowFilter( int sampler, DWORD Value )
|
|
{
|
|
Assert( Value < ( 1 << GLM_PACKED_SAMPLER_PARAMS_COMPARE_MODE_BITS ) );
|
|
m_samplers[sampler].m_samp.m_packed.m_compareMode = Value;
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::BindIndexBufferToCtx( CGLMBuffer *buff )
|
|
{
|
|
GLMPRINTF(( "--- GLMContext::BindIndexBufferToCtx buff %p, GL name %d", buff, (buff) ? buff->m_nHandle : -1 ));
|
|
|
|
Assert( !buff || ( buff->m_buffGLTarget == GL_ELEMENT_ARRAY_BUFFER_ARB ) );
|
|
|
|
GLuint nGLName = buff ? buff->GetHandle() : 0;
|
|
|
|
if ( m_nBoundGLBuffer[ kGLMIndexBuffer] == nGLName )
|
|
return;
|
|
|
|
m_nBoundGLBuffer[ kGLMIndexBuffer] = nGLName;
|
|
gGL->glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, nGLName );
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::BindVertexBufferToCtx( CGLMBuffer *buff )
|
|
{
|
|
GLMPRINTF(( "--- GLMContext::BindVertexBufferToCtx buff %p, GL name %d", buff, (buff) ? buff->m_nHandle : -1 ));
|
|
|
|
Assert( !buff || ( buff->m_buffGLTarget == GL_ARRAY_BUFFER_ARB ) );
|
|
|
|
GLuint nGLName = buff ? buff->GetHandle() : 0;
|
|
|
|
if ( m_nBoundGLBuffer[ kGLMVertexBuffer] == nGLName )
|
|
return;
|
|
|
|
m_nBoundGLBuffer[ kGLMVertexBuffer] = nGLName;
|
|
gGL->glBindBufferARB( GL_ARRAY_BUFFER_ARB, nGLName );
|
|
}
|
|
|
|
FORCEINLINE void GLMContext::SetMaxUsedVertexShaderConstantsHint( uint nMaxConstants )
|
|
{
|
|
static bool bUseMaxVertexShadeConstantHints = !CommandLine()->CheckParm("-disablemaxvertexshaderconstanthints");
|
|
if ( bUseMaxVertexShadeConstantHints )
|
|
{
|
|
m_nMaxUsedVertexProgramConstantsHint = nMaxConstants;
|
|
}
|
|
}
|
|
|
|
struct GLMTestParams
|
|
{
|
|
GLMContext *m_ctx;
|
|
int *m_testList; // -1 termed
|
|
|
|
bool m_glErrToDebugger;
|
|
bool m_glErrToConsole;
|
|
|
|
bool m_intlErrToDebugger;
|
|
bool m_intlErrToConsole;
|
|
|
|
int m_frameCount; // how many frames to test.
|
|
};
|
|
|
|
class GLMTester
|
|
{
|
|
public:
|
|
|
|
GLMTester(GLMTestParams *params);
|
|
~GLMTester();
|
|
|
|
|
|
// optionally callable by test routines to get basic drawables wired up
|
|
void StdSetup( void );
|
|
void StdCleanup( void );
|
|
|
|
// callable by test routines to clear the frame or present it
|
|
void Clear( void );
|
|
void Present( int seed );
|
|
|
|
// error reporting
|
|
void CheckGLError( const char *comment ); // obey m_params setting for console / debugger response
|
|
void InternalError( int errcode, char *comment ); // if errcode!=0, obey m_params setting for console / debugger response
|
|
|
|
void RunTests();
|
|
|
|
void RunOneTest( int testindex );
|
|
|
|
// test routines themselves
|
|
void Test0();
|
|
void Test1();
|
|
void Test2();
|
|
void Test3();
|
|
|
|
GLMTestParams m_params; // copy of caller's params, do not mutate...
|
|
|
|
// std-setup stuff
|
|
int m_drawWidth, m_drawHeight;
|
|
CGLMFBO *m_drawFBO;
|
|
CGLMTex *m_drawColorTex;
|
|
CGLMTex *m_drawDepthTex;
|
|
};
|
|
|
|
class CShowPixelsParams
|
|
{
|
|
public:
|
|
GLuint m_srcTexName;
|
|
int m_width,m_height;
|
|
bool m_vsyncEnable;
|
|
bool m_fsEnable; // want receiving view to be full screen. for now, just target the main screen. extend later.
|
|
bool m_useBlit; // use FBO blit - sending context says it is available.
|
|
bool m_noBlit; // the back buffer has already been populated by the caller (perhaps via direct MSAA resolve from multisampled RT tex)
|
|
bool m_onlySyncView; // react to full/windowed state change only, do not present bits
|
|
};
|
|
|
|
#define kMaxCrawlFrames 100
|
|
#define kMaxCrawlText (kMaxCrawlFrames * 256)
|
|
class CStackCrawlParams
|
|
{
|
|
public:
|
|
uint m_frameLimit; // input: max frames to retrieve
|
|
uint m_frameCount; // output: frames found
|
|
void *m_crawl[kMaxCrawlFrames]; // call site addresses
|
|
char *m_crawlNames[kMaxCrawlFrames]; // pointers into text following, one per decoded name
|
|
char m_crawlText[kMaxCrawlText];
|
|
};
|
|
|
|
#endif // GLMGR_H
|