mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
833 lines
No EOL
34 KiB
C#
833 lines
No EOL
34 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OglPipeline : IGalPipeline
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{
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private static Dictionary<GalVertexAttribSize, int> _attribElements =
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new Dictionary<GalVertexAttribSize, int>()
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{
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{ GalVertexAttribSize._32_32_32_32, 4 },
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{ GalVertexAttribSize._32_32_32, 3 },
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{ GalVertexAttribSize._16_16_16_16, 4 },
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{ GalVertexAttribSize._32_32, 2 },
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{ GalVertexAttribSize._16_16_16, 3 },
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{ GalVertexAttribSize._8_8_8_8, 4 },
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{ GalVertexAttribSize._16_16, 2 },
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{ GalVertexAttribSize._32, 1 },
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{ GalVertexAttribSize._8_8_8, 3 },
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{ GalVertexAttribSize._8_8, 2 },
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{ GalVertexAttribSize._16, 1 },
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{ GalVertexAttribSize._8, 1 },
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{ GalVertexAttribSize._10_10_10_2, 4 },
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{ GalVertexAttribSize._11_11_10, 3 }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> _floatAttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.HalfFloat },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.HalfFloat },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.HalfFloat },
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{ GalVertexAttribSize._32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._16, VertexAttribPointerType.HalfFloat }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> _signedAttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int2101010Rev }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> _unsignedAttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._8_8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.UnsignedInt2101010Rev },
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{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.UnsignedInt10F11F11FRev }
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};
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private GalPipelineState _old;
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private OglConstBuffer _buffer;
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private OglRenderTarget _renderTarget;
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private OglRasterizer _rasterizer;
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private OglShader _shader;
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private int _vaoHandle;
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public OglPipeline(
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OglConstBuffer buffer,
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OglRenderTarget renderTarget,
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OglRasterizer rasterizer,
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OglShader shader)
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{
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_buffer = buffer;
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_renderTarget = renderTarget;
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_rasterizer = rasterizer;
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_shader = shader;
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//These values match OpenGL's defaults
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_old = new GalPipelineState
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{
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FrontFace = GalFrontFace.Ccw,
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CullFaceEnabled = false,
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CullFace = GalCullFace.Back,
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DepthTestEnabled = false,
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DepthWriteEnabled = true,
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DepthFunc = GalComparisonOp.Less,
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DepthRangeNear = 0,
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DepthRangeFar = 1,
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StencilTestEnabled = false,
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StencilBackFuncFunc = GalComparisonOp.Always,
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StencilBackFuncRef = 0,
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StencilBackFuncMask = UInt32.MaxValue,
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StencilBackOpFail = GalStencilOp.Keep,
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StencilBackOpZFail = GalStencilOp.Keep,
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StencilBackOpZPass = GalStencilOp.Keep,
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StencilBackMask = UInt32.MaxValue,
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StencilFrontFuncFunc = GalComparisonOp.Always,
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StencilFrontFuncRef = 0,
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StencilFrontFuncMask = UInt32.MaxValue,
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StencilFrontOpFail = GalStencilOp.Keep,
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StencilFrontOpZFail = GalStencilOp.Keep,
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StencilFrontOpZPass = GalStencilOp.Keep,
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StencilFrontMask = UInt32.MaxValue,
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BlendIndependent = false,
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PrimitiveRestartEnabled = false,
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PrimitiveRestartIndex = 0
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};
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for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
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{
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_old.Blends[index] = BlendState.Default;
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_old.ColorMasks[index] = ColorMaskState.Default;
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}
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}
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public void Bind(GalPipelineState New)
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{
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BindConstBuffers(New);
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BindVertexLayout(New);
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if (New.FramebufferSrgb != _old.FramebufferSrgb)
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{
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Enable(EnableCap.FramebufferSrgb, New.FramebufferSrgb);
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_renderTarget.FramebufferSrgb = New.FramebufferSrgb;
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}
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if (New.FlipX != _old.FlipX || New.FlipY != _old.FlipY || New.Instance != _old.Instance)
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{
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_shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
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}
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if (New.FrontFace != _old.FrontFace)
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{
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GL.FrontFace(OglEnumConverter.GetFrontFace(New.FrontFace));
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}
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if (New.CullFaceEnabled != _old.CullFaceEnabled)
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{
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Enable(EnableCap.CullFace, New.CullFaceEnabled);
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}
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if (New.CullFaceEnabled)
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{
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if (New.CullFace != _old.CullFace)
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{
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GL.CullFace(OglEnumConverter.GetCullFace(New.CullFace));
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}
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}
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if (New.DepthTestEnabled != _old.DepthTestEnabled)
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{
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Enable(EnableCap.DepthTest, New.DepthTestEnabled);
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}
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if (New.DepthWriteEnabled != _old.DepthWriteEnabled)
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{
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GL.DepthMask(New.DepthWriteEnabled);
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}
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if (New.DepthTestEnabled)
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{
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if (New.DepthFunc != _old.DepthFunc)
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{
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GL.DepthFunc(OglEnumConverter.GetDepthFunc(New.DepthFunc));
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}
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}
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if (New.DepthRangeNear != _old.DepthRangeNear ||
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New.DepthRangeFar != _old.DepthRangeFar)
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{
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GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
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}
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if (New.StencilTestEnabled != _old.StencilTestEnabled)
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{
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Enable(EnableCap.StencilTest, New.StencilTestEnabled);
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}
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if (New.StencilTwoSideEnabled != _old.StencilTwoSideEnabled)
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{
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Enable((EnableCap)All.StencilTestTwoSideExt, New.StencilTwoSideEnabled);
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}
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if (New.StencilTestEnabled)
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{
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if (New.StencilBackFuncFunc != _old.StencilBackFuncFunc ||
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New.StencilBackFuncRef != _old.StencilBackFuncRef ||
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New.StencilBackFuncMask != _old.StencilBackFuncMask)
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{
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GL.StencilFuncSeparate(
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StencilFace.Back,
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OglEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
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New.StencilBackFuncRef,
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New.StencilBackFuncMask);
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}
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if (New.StencilBackOpFail != _old.StencilBackOpFail ||
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New.StencilBackOpZFail != _old.StencilBackOpZFail ||
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New.StencilBackOpZPass != _old.StencilBackOpZPass)
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{
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GL.StencilOpSeparate(
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StencilFace.Back,
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OglEnumConverter.GetStencilOp(New.StencilBackOpFail),
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OglEnumConverter.GetStencilOp(New.StencilBackOpZFail),
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OglEnumConverter.GetStencilOp(New.StencilBackOpZPass));
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}
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if (New.StencilBackMask != _old.StencilBackMask)
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{
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GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
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}
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if (New.StencilFrontFuncFunc != _old.StencilFrontFuncFunc ||
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New.StencilFrontFuncRef != _old.StencilFrontFuncRef ||
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New.StencilFrontFuncMask != _old.StencilFrontFuncMask)
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{
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GL.StencilFuncSeparate(
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StencilFace.Front,
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OglEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
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New.StencilFrontFuncRef,
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New.StencilFrontFuncMask);
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}
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if (New.StencilFrontOpFail != _old.StencilFrontOpFail ||
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New.StencilFrontOpZFail != _old.StencilFrontOpZFail ||
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New.StencilFrontOpZPass != _old.StencilFrontOpZPass)
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{
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GL.StencilOpSeparate(
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StencilFace.Front,
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OglEnumConverter.GetStencilOp(New.StencilFrontOpFail),
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OglEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
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OglEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
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}
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if (New.StencilFrontMask != _old.StencilFrontMask)
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{
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GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
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}
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}
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// Scissor Test
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// All scissor test are disabled before drawing final framebuffer to screen so we don't need to handle disabling
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// Skip if there are no scissor tests to enable
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if (New.ScissorTestCount != 0)
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{
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int scissorsApplied = 0;
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bool applyToAll = false;
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for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
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{
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if (New.ScissorTestEnabled[index])
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{
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// If viewport arrays are unavailable apply first scissor test to all or
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// there is only 1 scissor test and it's the first, the scissor test applies to all viewports
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if (!OglExtension.Required.ViewportArray || (index == 0 && New.ScissorTestCount == 1))
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{
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GL.Enable(EnableCap.ScissorTest);
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applyToAll = true;
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}
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else
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{
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GL.Enable(IndexedEnableCap.ScissorTest, index);
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}
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if (New.ScissorTestEnabled[index] != _old.ScissorTestEnabled[index] ||
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New.ScissorTestX[index] != _old.ScissorTestX[index] ||
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New.ScissorTestY[index] != _old.ScissorTestY[index] ||
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New.ScissorTestWidth[index] != _old.ScissorTestWidth[index] ||
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New.ScissorTestHeight[index] != _old.ScissorTestHeight[index])
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{
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if (applyToAll)
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{
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GL.Scissor(New.ScissorTestX[index], New.ScissorTestY[index],
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New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
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}
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else
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{
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GL.ScissorIndexed(index, New.ScissorTestX[index], New.ScissorTestY[index],
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New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
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}
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}
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// If all scissor tests have been applied, or viewport arrays are unavailable we can skip remaining iterations
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if (!OglExtension.Required.ViewportArray || ++scissorsApplied == New.ScissorTestCount)
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{
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break;
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}
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}
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}
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}
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if (New.BlendIndependent)
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{
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for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
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{
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SetBlendState(index, New.Blends[index], _old.Blends[index]);
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}
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}
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else
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{
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if (New.BlendIndependent != _old.BlendIndependent)
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{
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SetAllBlendState(New.Blends[0]);
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}
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else
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{
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SetBlendState(New.Blends[0], _old.Blends[0]);
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}
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}
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if (New.ColorMaskCommon)
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{
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if (New.ColorMaskCommon != _old.ColorMaskCommon || !New.ColorMasks[0].Equals(_old.ColorMasks[0]))
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{
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GL.ColorMask(
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New.ColorMasks[0].Red,
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New.ColorMasks[0].Green,
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New.ColorMasks[0].Blue,
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New.ColorMasks[0].Alpha);
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}
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}
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else
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{
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for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
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{
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if (!New.ColorMasks[index].Equals(_old.ColorMasks[index]))
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{
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GL.ColorMask(
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index,
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New.ColorMasks[index].Red,
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New.ColorMasks[index].Green,
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New.ColorMasks[index].Blue,
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New.ColorMasks[index].Alpha);
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}
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}
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}
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if (New.PrimitiveRestartEnabled != _old.PrimitiveRestartEnabled)
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{
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Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
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}
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if (New.PrimitiveRestartEnabled)
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{
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if (New.PrimitiveRestartIndex != _old.PrimitiveRestartIndex)
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{
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GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
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}
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}
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_old = New;
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}
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public void Unbind(GalPipelineState state)
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{
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if (state.ScissorTestCount > 0)
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{
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GL.Disable(EnableCap.ScissorTest);
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}
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}
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private void SetAllBlendState(BlendState New)
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{
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Enable(EnableCap.Blend, New.Enabled);
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if (New.Enabled)
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{
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if (New.SeparateAlpha)
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{
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GL.BlendEquationSeparate(
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OglEnumConverter.GetBlendEquation(New.EquationRgb),
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OglEnumConverter.GetBlendEquation(New.EquationAlpha));
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GL.BlendFuncSeparate(
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(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb),
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(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
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(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstAlpha));
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}
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else
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{
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GL.BlendEquation(OglEnumConverter.GetBlendEquation(New.EquationRgb));
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GL.BlendFunc(
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OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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OglEnumConverter.GetBlendFactor(New.FuncDstRgb));
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}
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}
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}
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private void SetBlendState(BlendState New, BlendState old)
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{
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if (New.Enabled != old.Enabled)
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{
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Enable(EnableCap.Blend, New.Enabled);
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}
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if (New.Enabled)
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{
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if (New.SeparateAlpha)
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{
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if (New.EquationRgb != old.EquationRgb ||
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New.EquationAlpha != old.EquationAlpha)
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{
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GL.BlendEquationSeparate(
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OglEnumConverter.GetBlendEquation(New.EquationRgb),
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OglEnumConverter.GetBlendEquation(New.EquationAlpha));
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}
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if (New.FuncSrcRgb != old.FuncSrcRgb ||
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New.FuncDstRgb != old.FuncDstRgb ||
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New.FuncSrcAlpha != old.FuncSrcAlpha ||
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New.FuncDstAlpha != old.FuncDstAlpha)
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{
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GL.BlendFuncSeparate(
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(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb),
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(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
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(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstAlpha));
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}
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}
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else
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{
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|
if (New.EquationRgb != old.EquationRgb)
|
|
{
|
|
GL.BlendEquation(OglEnumConverter.GetBlendEquation(New.EquationRgb));
|
|
}
|
|
|
|
if (New.FuncSrcRgb != old.FuncSrcRgb ||
|
|
New.FuncDstRgb != old.FuncDstRgb)
|
|
{
|
|
GL.BlendFunc(
|
|
OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
|
OglEnumConverter.GetBlendFactor(New.FuncDstRgb));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SetBlendState(int index, BlendState New, BlendState old)
|
|
{
|
|
if (New.Enabled != old.Enabled)
|
|
{
|
|
Enable(IndexedEnableCap.Blend, index, New.Enabled);
|
|
}
|
|
|
|
if (New.Enabled)
|
|
{
|
|
if (New.SeparateAlpha)
|
|
{
|
|
if (New.EquationRgb != old.EquationRgb ||
|
|
New.EquationAlpha != old.EquationAlpha)
|
|
{
|
|
GL.BlendEquationSeparate(
|
|
index,
|
|
OglEnumConverter.GetBlendEquation(New.EquationRgb),
|
|
OglEnumConverter.GetBlendEquation(New.EquationAlpha));
|
|
}
|
|
|
|
if (New.FuncSrcRgb != old.FuncSrcRgb ||
|
|
New.FuncDstRgb != old.FuncDstRgb ||
|
|
New.FuncSrcAlpha != old.FuncSrcAlpha ||
|
|
New.FuncDstAlpha != old.FuncDstAlpha)
|
|
{
|
|
GL.BlendFuncSeparate(
|
|
index,
|
|
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
|
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb),
|
|
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
|
|
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstAlpha));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (New.EquationRgb != old.EquationRgb)
|
|
{
|
|
GL.BlendEquation(index, OglEnumConverter.GetBlendEquation(New.EquationRgb));
|
|
}
|
|
|
|
if (New.FuncSrcRgb != old.FuncSrcRgb ||
|
|
New.FuncDstRgb != old.FuncDstRgb)
|
|
{
|
|
GL.BlendFunc(
|
|
index,
|
|
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
|
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void BindConstBuffers(GalPipelineState New)
|
|
{
|
|
int freeBinding = OglShader.ReservedCbufCount;
|
|
|
|
void BindIfNotNull(OglShaderStage stage)
|
|
{
|
|
if (stage != null)
|
|
{
|
|
foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
|
|
{
|
|
long key = New.ConstBufferKeys[(int)stage.Type][desc.Slot];
|
|
|
|
if (key != 0 && _buffer.TryGetUbo(key, out int uboHandle))
|
|
{
|
|
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, freeBinding, uboHandle);
|
|
}
|
|
|
|
freeBinding++;
|
|
}
|
|
}
|
|
}
|
|
|
|
BindIfNotNull(_shader.Current.Vertex);
|
|
BindIfNotNull(_shader.Current.TessControl);
|
|
BindIfNotNull(_shader.Current.TessEvaluation);
|
|
BindIfNotNull(_shader.Current.Geometry);
|
|
BindIfNotNull(_shader.Current.Fragment);
|
|
}
|
|
|
|
private void BindVertexLayout(GalPipelineState New)
|
|
{
|
|
foreach (GalVertexBinding binding in New.VertexBindings)
|
|
{
|
|
if (!binding.Enabled || !_rasterizer.TryGetVbo(binding.VboKey, out int vboHandle))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (_vaoHandle == 0)
|
|
{
|
|
_vaoHandle = GL.GenVertexArray();
|
|
|
|
//Vertex arrays shouldn't be used anywhere else in OpenGL's backend
|
|
//if you want to use it, move this line out of the if
|
|
GL.BindVertexArray(_vaoHandle);
|
|
}
|
|
|
|
foreach (GalVertexAttrib attrib in binding.Attribs)
|
|
{
|
|
//Skip uninitialized attributes.
|
|
if (attrib.Size == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, vboHandle);
|
|
|
|
bool unsigned =
|
|
attrib.Type == GalVertexAttribType.Unorm ||
|
|
attrib.Type == GalVertexAttribType.Uint ||
|
|
attrib.Type == GalVertexAttribType.Uscaled;
|
|
|
|
bool normalize =
|
|
attrib.Type == GalVertexAttribType.Snorm ||
|
|
attrib.Type == GalVertexAttribType.Unorm;
|
|
|
|
VertexAttribPointerType type = 0;
|
|
|
|
if (attrib.Type == GalVertexAttribType.Float)
|
|
{
|
|
type = GetType(_floatAttribTypes, attrib);
|
|
}
|
|
else
|
|
{
|
|
if (unsigned)
|
|
{
|
|
type = GetType(_unsignedAttribTypes, attrib);
|
|
}
|
|
else
|
|
{
|
|
type = GetType(_signedAttribTypes, attrib);
|
|
}
|
|
}
|
|
|
|
if (!_attribElements.TryGetValue(attrib.Size, out int size))
|
|
{
|
|
throw new InvalidOperationException("Invalid attribute size \"" + attrib.Size + "\"!");
|
|
}
|
|
|
|
int offset = attrib.Offset;
|
|
|
|
if (binding.Stride != 0)
|
|
{
|
|
GL.EnableVertexAttribArray(attrib.Index);
|
|
|
|
if (attrib.Type == GalVertexAttribType.Sint ||
|
|
attrib.Type == GalVertexAttribType.Uint)
|
|
{
|
|
IntPtr pointer = new IntPtr(offset);
|
|
|
|
VertexAttribIntegerType iType = (VertexAttribIntegerType)type;
|
|
|
|
GL.VertexAttribIPointer(attrib.Index, size, iType, binding.Stride, pointer);
|
|
}
|
|
else
|
|
{
|
|
GL.VertexAttribPointer(attrib.Index, size, type, normalize, binding.Stride, offset);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GL.DisableVertexAttribArray(attrib.Index);
|
|
|
|
SetConstAttrib(attrib);
|
|
}
|
|
|
|
if (binding.Instanced && binding.Divisor != 0)
|
|
{
|
|
GL.VertexAttribDivisor(attrib.Index, 1);
|
|
}
|
|
else
|
|
{
|
|
GL.VertexAttribDivisor(attrib.Index, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static VertexAttribPointerType GetType(Dictionary<GalVertexAttribSize, VertexAttribPointerType> dict, GalVertexAttrib attrib)
|
|
{
|
|
if (!dict.TryGetValue(attrib.Size, out VertexAttribPointerType type))
|
|
{
|
|
ThrowUnsupportedAttrib(attrib);
|
|
}
|
|
|
|
return type;
|
|
}
|
|
|
|
private static unsafe void SetConstAttrib(GalVertexAttrib attrib)
|
|
{
|
|
if (attrib.Size == GalVertexAttribSize._10_10_10_2 ||
|
|
attrib.Size == GalVertexAttribSize._11_11_10)
|
|
{
|
|
ThrowUnsupportedAttrib(attrib);
|
|
}
|
|
|
|
fixed (byte* ptr = attrib.Data)
|
|
{
|
|
if (attrib.Type == GalVertexAttribType.Unorm)
|
|
{
|
|
switch (attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttrib4N((uint)attrib.Index, ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttrib4N((uint)attrib.Index, (ushort*)ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttrib4N((uint)attrib.Index, (uint*)ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (attrib.Type == GalVertexAttribType.Snorm)
|
|
{
|
|
switch (attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttrib4N((uint)attrib.Index, (sbyte*)ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttrib4N((uint)attrib.Index, (short*)ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttrib4N((uint)attrib.Index, (int*)ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (attrib.Type == GalVertexAttribType.Uint)
|
|
{
|
|
switch (attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttribI4((uint)attrib.Index, ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttribI4((uint)attrib.Index, (ushort*)ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttribI4((uint)attrib.Index, (uint*)ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (attrib.Type == GalVertexAttribType.Sint)
|
|
{
|
|
switch (attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttribI4((uint)attrib.Index, (sbyte*)ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttribI4((uint)attrib.Index, (short*)ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttribI4((uint)attrib.Index, (int*)ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (attrib.Type == GalVertexAttribType.Float)
|
|
{
|
|
switch (attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttrib4(attrib.Index, (float*)ptr);
|
|
break;
|
|
|
|
default: ThrowUnsupportedAttrib(attrib); break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void ThrowUnsupportedAttrib(GalVertexAttrib attrib)
|
|
{
|
|
throw new NotImplementedException("Unsupported size \"" + attrib.Size + "\" on type \"" + attrib.Type + "\"!");
|
|
}
|
|
|
|
private void Enable(EnableCap cap, bool enabled)
|
|
{
|
|
if (enabled)
|
|
{
|
|
GL.Enable(cap);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(cap);
|
|
}
|
|
}
|
|
|
|
private void Enable(IndexedEnableCap cap, int index, bool enabled)
|
|
{
|
|
if (enabled)
|
|
{
|
|
GL.Enable(cap, index);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(cap, index);
|
|
}
|
|
}
|
|
|
|
public void ResetDepthMask()
|
|
{
|
|
_old.DepthWriteEnabled = true;
|
|
}
|
|
|
|
public void ResetColorMask(int index)
|
|
{
|
|
_old.ColorMasks[index] = ColorMaskState.Default;
|
|
}
|
|
}
|
|
} |