Reintroduced caching and doing sanity check on setRasterStage.

This commit is contained in:
Rinnegatamante
2021-02-15 17:27:26 +01:00
parent ef10151a1b
commit afc3724237
2 changed files with 272 additions and 61 deletions
+233 -53
View File
@@ -153,8 +153,8 @@ int32 u_surfProps;
Shader *defaultShader;
//static bool32 stateDirty = 1;
//static bool32 sceneDirty = 1;
//static bool32 objectDirty = 1;
static bool32 sceneDirty = 1;
static bool32 objectDirty = 1;
struct RwRasterStateCache {
Raster *raster;
@@ -176,6 +176,14 @@ struct RwStateCache {
uint32 zwrite;
uint32 ztest;
uint32 cullmode;
uint32 stencilenable;
uint32 stencilpass;
uint32 stencilfail;
uint32 stencilzfail;
uint32 stencilfunc;
uint32 stencilref;
uint32 stencilmask;
uint32 stencilwritemask;
uint32 fogEnable;
float32 fogStart;
float32 fogEnd;
@@ -199,6 +207,14 @@ enum
RWGL_DEPTHMASK,
RWGL_CULL,
RWGL_CULLFACE,
RWGL_STENCIL,
RWGL_STENCILFUNC,
RWGL_STENCILFAIL,
RWGL_STENCILZFAIL,
RWGL_STENCILPASS,
RWGL_STENCILREF,
RWGL_STENCILMASK,
RWGL_STENCILWRITEMASK,
// uniforms
RWGL_ALPHAFUNC,
@@ -210,7 +226,7 @@ enum
RWGL_NUM_STATES
};
//static bool uniformStateDirty[RWGL_NUM_STATES];
static bool uniformStateDirty[RWGL_NUM_STATES];
struct GlState {
bool32 blendEnable;
@@ -223,6 +239,18 @@ struct GlState {
bool32 cullEnable;
uint32 cullFace;
bool32 stencilEnable;
// glStencilFunc
uint32 stencilFunc;
uint32 stencilRef;
uint32 stencilMask;
// glStencilOp
uint32 stencilPass;
uint32 stencilFail;
uint32 stencilZFail;
// glStencilMask
uint32 stencilWriteMask;
};
static GlState curGlState, oldGlState;
@@ -246,6 +274,30 @@ static uint32 blendMap[] = {
GL_SRC_ALPHA_SATURATE,
};
static uint32 stencilOpMap[] = {
GL_KEEP, // actually invalid
GL_KEEP,
GL_ZERO,
GL_REPLACE,
GL_INCR,
GL_DECR,
GL_INVERT,
GL_INCR_WRAP,
GL_DECR_WRAP
};
static uint32 stencilFuncMap[] = {
GL_NEVER, // actually invalid
GL_NEVER,
GL_LESS,
GL_EQUAL,
GL_LEQUAL,
GL_GREATER,
GL_NOTEQUAL,
GL_GEQUAL,
GL_ALWAYS
};
/*
* GL state cache
*/
@@ -262,45 +314,78 @@ setGlRenderState(uint32 state, uint32 value)
case RWGL_DEPTHMASK: curGlState.depthMask = value; break;
case RWGL_CULL: curGlState.cullEnable = value; break;
case RWGL_CULLFACE: curGlState.cullFace = value; break;
case RWGL_STENCIL: curGlState.stencilEnable = value; break;
case RWGL_STENCILFUNC: curGlState.stencilFunc = value; break;
case RWGL_STENCILFAIL: curGlState.stencilFail = value; break;
case RWGL_STENCILZFAIL: curGlState.stencilZFail = value; break;
case RWGL_STENCILPASS: curGlState.stencilPass = value; break;
case RWGL_STENCILREF: curGlState.stencilRef = value; break;
case RWGL_STENCILMASK: curGlState.stencilMask = value; break;
case RWGL_STENCILWRITEMASK: curGlState.stencilWriteMask = value; break;
}
}
void
flushGlRenderState(void)
{
//if(oldGlState.blendEnable != curGlState.blendEnable){
if(oldGlState.blendEnable != curGlState.blendEnable){
oldGlState.blendEnable = curGlState.blendEnable;
(oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND);
//}
}
//if(oldGlState.srcblend != curGlState.srcblend ||
// oldGlState.destblend != curGlState.destblend){
if(oldGlState.srcblend != curGlState.srcblend ||
oldGlState.destblend != curGlState.destblend){
oldGlState.srcblend = curGlState.srcblend;
oldGlState.destblend = curGlState.destblend;
glBlendFunc(oldGlState.srcblend, oldGlState.destblend);
//}
}
//if(oldGlState.depthTest != curGlState.depthTest){
if(oldGlState.depthTest != curGlState.depthTest){
oldGlState.depthTest = curGlState.depthTest;
(oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST);
//}
//if(oldGlState.depthFunc != curGlState.depthFunc){
}
if(oldGlState.depthFunc != curGlState.depthFunc){
oldGlState.depthFunc = curGlState.depthFunc;
glDepthFunc(oldGlState.depthFunc);
//}
//if(oldGlState.depthMask != curGlState.depthMask){
}
if(oldGlState.depthMask != curGlState.depthMask){
oldGlState.depthMask = curGlState.depthMask;
glDepthMask(oldGlState.depthMask);
//}
}
//if(oldGlState.cullEnable != curGlState.cullEnable){
if(oldGlState.stencilEnable != curGlState.stencilEnable){
oldGlState.stencilEnable = curGlState.stencilEnable;
(oldGlState.stencilEnable ? glEnable : glDisable)(GL_STENCIL_TEST);
}
if(oldGlState.stencilFunc != curGlState.stencilFunc ||
oldGlState.stencilRef != curGlState.stencilRef ||
oldGlState.stencilMask != curGlState.stencilMask){
oldGlState.stencilFunc = curGlState.stencilFunc;
oldGlState.stencilRef = curGlState.stencilRef;
oldGlState.stencilMask = curGlState.stencilMask;
glStencilFunc(oldGlState.stencilFunc, oldGlState.stencilRef, oldGlState.stencilMask);
}
if(oldGlState.stencilPass != curGlState.stencilPass ||
oldGlState.stencilFail != curGlState.stencilFail ||
oldGlState.stencilZFail != curGlState.stencilZFail){
oldGlState.stencilPass = curGlState.stencilPass;
oldGlState.stencilFail = curGlState.stencilFail;
oldGlState.stencilZFail = curGlState.stencilZFail;
glStencilOp(oldGlState.stencilFail, oldGlState.stencilZFail, oldGlState.stencilPass);
}
if(oldGlState.stencilWriteMask != curGlState.stencilWriteMask){
oldGlState.stencilWriteMask = curGlState.stencilWriteMask;
glStencilMask(oldGlState.stencilWriteMask);
}
if(oldGlState.cullEnable != curGlState.cullEnable){
oldGlState.cullEnable = curGlState.cullEnable;
(oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE);
//}
//if(oldGlState.cullFace != curGlState.cullFace){
}
if(oldGlState.cullFace != curGlState.cullFace){
oldGlState.cullFace = curGlState.cullFace;
glCullFace(oldGlState.cullFace);
//}
}
}
@@ -308,10 +393,10 @@ flushGlRenderState(void)
void
setAlphaBlend(bool32 enable)
{
//if(rwStateCache.blendEnable != enable){
if(rwStateCache.blendEnable != enable){
rwStateCache.blendEnable = enable;
setGlRenderState(RWGL_BLEND, enable);
//}
}
}
bool32
@@ -360,7 +445,7 @@ setAlphaTest(bool32 enable)
shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
if(alphaFunc != shaderfunc){
alphaFunc = shaderfunc;
// uniformStateDirty[RWGL_ALPHAFUNC] = true;
uniformStateDirty[RWGL_ALPHAFUNC] = true;
//stateDirty = 1;
}
}
@@ -375,7 +460,7 @@ setAlphaTestFunction(uint32 function)
shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
if(alphaFunc != shaderfunc){
alphaFunc = shaderfunc;
// uniformStateDirty[RWGL_ALPHAFUNC] = true;
uniformStateDirty[RWGL_ALPHAFUNC] = true;
//stateDirty = 1;
}
}
@@ -537,7 +622,8 @@ setRasterStage(uint32 stage, Raster *raster)
if(raster){
assert(raster->platform == PLATFORM_GL3);
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
bindTexture(natras->texid);
if (natras->texid < 0 || natras->texid > 0xFFFF) bindTexture(whitetex);
else bindTexture(natras->texid);
uint32 filter = rwStateCache.texstage[stage].filter;
uint32 addrU = rwStateCache.texstage[stage].addressingU;
uint32 addrV = rwStateCache.texstage[stage].addressingV;
@@ -630,7 +716,7 @@ setRenderState(int32 state, void *pvalue)
case FOGENABLE:
if(rwStateCache.fogEnable != value){
rwStateCache.fogEnable = value;
// uniformStateDirty[RWGL_FOG] = true;
uniformStateDirty[RWGL_FOG] = true;
//stateDirty = 1;
}
break;
@@ -642,7 +728,7 @@ setRenderState(int32 state, void *pvalue)
c.blue = value>>16;
c.alpha = value>>24;
convColor(&uniformState.fogColor, &c);
// uniformStateDirty[RWGL_FOGCOLOR] = true;
uniformStateDirty[RWGL_FOGCOLOR] = true;
//stateDirty = 1;
break;
case CULLMODE:
@@ -657,13 +743,63 @@ setRenderState(int32 state, void *pvalue)
}
break;
case STENCILENABLE:
if(rwStateCache.stencilenable != value){
rwStateCache.stencilenable = value;
setGlRenderState(RWGL_STENCIL, value);
}
break;
case STENCILFAIL:
if(rwStateCache.stencilfail != value){
rwStateCache.stencilfail = value;
setGlRenderState(RWGL_STENCILFAIL, stencilOpMap[value]);
}
break;
case STENCILZFAIL:
if(rwStateCache.stencilzfail != value){
rwStateCache.stencilzfail = value;
setGlRenderState(RWGL_STENCILZFAIL, stencilOpMap[value]);
}
break;
case STENCILPASS:
if(rwStateCache.stencilpass != value){
rwStateCache.stencilpass = value;
setGlRenderState(RWGL_STENCILPASS, stencilOpMap[value]);
}
break;
case STENCILFUNCTION:
if(rwStateCache.stencilfunc != value){
rwStateCache.stencilfunc = value;
setGlRenderState(RWGL_STENCILFUNC, stencilFuncMap[value]);
}
break;
case STENCILFUNCTIONREF:
if(rwStateCache.stencilref != value){
rwStateCache.stencilref = value;
setGlRenderState(RWGL_STENCILREF, value);
}
break;
case STENCILFUNCTIONMASK:
if(rwStateCache.stencilmask != value){
rwStateCache.stencilmask = value;
setGlRenderState(RWGL_STENCILMASK, value);
}
break;
case STENCILFUNCTIONWRITEMASK:
if(rwStateCache.stencilwritemask != value){
rwStateCache.stencilwritemask = value;
setGlRenderState(RWGL_STENCILWRITEMASK, value);
}
break;
case ALPHATESTFUNC:
setAlphaTestFunction(value);
break;
case ALPHATESTREF:
if(alphaRef != value/255.0f){
alphaRef = value/255.0f;
// uniformStateDirty[RWGL_ALPHAREF] = true;
uniformStateDirty[RWGL_ALPHAREF] = true;
// stateDirty = 1;
}
break;
@@ -725,6 +861,31 @@ getRenderState(int32 state)
val = rwStateCache.cullmode;
break;
case STENCILENABLE:
val = rwStateCache.stencilenable;
break;
case STENCILFAIL:
val = rwStateCache.stencilfail;
break;
case STENCILZFAIL:
val = rwStateCache.stencilzfail;
break;
case STENCILPASS:
val = rwStateCache.stencilpass;
break;
case STENCILFUNCTION:
val = rwStateCache.stencilfunc;
break;
case STENCILFUNCTIONREF:
val = rwStateCache.stencilref;
break;
case STENCILFUNCTIONMASK:
val = rwStateCache.stencilmask;
break;
case STENCILFUNCTIONWRITEMASK:
val = rwStateCache.stencilwritemask;
break;
case ALPHATESTFUNC:
val = rwStateCache.alphaFunc;
break;
@@ -782,6 +943,23 @@ resetRenderState(void)
setGlRenderState(RWGL_CULL, false);
setGlRenderState(RWGL_CULLFACE, GL_BACK);
rwStateCache.stencilenable = 0;
setGlRenderState(RWGL_STENCIL, GL_FALSE);
rwStateCache.stencilfail = STENCILKEEP;
setGlRenderState(RWGL_STENCILFAIL, GL_KEEP);
rwStateCache.stencilzfail = STENCILKEEP;
setGlRenderState(RWGL_STENCILZFAIL, GL_KEEP);
rwStateCache.stencilpass = STENCILKEEP;
setGlRenderState(RWGL_STENCILPASS, GL_KEEP);
rwStateCache.stencilfunc = STENCILALWAYS;
setGlRenderState(RWGL_STENCILFUNC, GL_ALWAYS);
rwStateCache.stencilref = 0;
setGlRenderState(RWGL_STENCILREF, 0);
rwStateCache.stencilmask = 0xFFFFFFFF;
setGlRenderState(RWGL_STENCILMASK, 0xFFFFFFFF);
rwStateCache.stencilwritemask = 0xFFFFFFFF;
setGlRenderState(RWGL_STENCILWRITEMASK, 0xFFFFFFFF);
activeTexture = -1;
for(int i = 0; i < MAXNUMSTAGES; i++){
setActiveTexture(i);
@@ -794,7 +972,7 @@ void
setWorldMatrix(Matrix *mat)
{
convMatrix(&uniformObject.world, mat);
// objectDirty = 1;
objectDirty = 1;
}
int32
@@ -860,7 +1038,7 @@ setLights(WorldLights *lightData)
uniformObject.lightParams[n].type = 0.0f;
out:
// objectDirty = 1;
objectDirty = 1;
return bits;
}
@@ -868,14 +1046,14 @@ void
setProjectionMatrix(float32 *mat)
{
memcpy_neon(&uniformScene.proj, mat, 64);
// sceneDirty = 1;
sceneDirty = 1;
}
void
setViewMatrix(float32 *mat)
{
memcpy_neon(&uniformScene.view, mat, 64);
// sceneDirty = 1;
sceneDirty = 1;
}
Shader *lastShaderUploaded;
@@ -915,32 +1093,34 @@ flushCache(void)
glUniform4fv(U(u_surfProps), 1, surfPropsCache);
// TODO: this is probably a stupid way to do it without UBOs
/*if(lastShaderUploaded != currentShader){
if(lastShaderUploaded != currentShader){
lastShaderUploaded = currentShader;
objectDirty = 1;
sceneDirty = 1;
stateDirty = 1;
//stateDirty = 1;
int i;
for(i = 0; i < RWGL_NUM_STATES; i++)
uniformStateDirty[i] = true;
}*/
//if(objectDirty){
glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
}
if(sceneDirty){
float wv[16], wvp[16];
matmul4_neon((float *)uniformScene.view, (float *)&uniformObject.world, (float *)wv);
matmul4_neon((float *)uniformScene.proj, (float *)wv, (float *)wvp);
glUniformMatrix4fv(U(u_wvp), 1, 0, (float*)wvp);
}
if(objectDirty){
glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
glUniform4fv(U(u_ambLight), 1, (float*)&uniformObject.ambLight);
glUniform4fv(U(u_lightParams), MAX_LIGHTS, (float*)uniformObject.lightParams);
//glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)uniformObject.lightPosition);
glUniform4fv(U(u_lightDirection), MAX_LIGHTS, (float*)uniformObject.lightDirection);
glUniform4fv(U(u_lightColor), MAX_LIGHTS, (float*)uniformObject.lightColor);
// objectDirty = 0;
//}
objectDirty = 0;
}
// if(stateDirty){
@@ -949,7 +1129,7 @@ flushCache(void)
uniformState.fogEnd = rwStateCache.fogEnd;
uniformState.fogRange = 1.0f / (rwStateCache.fogStart - rwStateCache.fogEnd);
//if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
switch(alphaFunc){
case ALPHAALWAYS:
default:
@@ -962,13 +1142,13 @@ flushCache(void)
glUniform2f(U(u_alphaRef), -1000.0f, alphaRef);
break;
}
//uniformStateDirty[RWGL_ALPHAFUNC] = false;
//uniformStateDirty[RWGL_ALPHAREF] = false;
//}
uniformStateDirty[RWGL_ALPHAFUNC] = false;
uniformStateDirty[RWGL_ALPHAREF] = false;
}
/*if(uniformStateDirty[RWGL_FOG] ||
if(uniformStateDirty[RWGL_FOG] ||
uniformStateDirty[RWGL_FOGSTART] ||
uniformStateDirty[RWGL_FOGEND]){*/
uniformStateDirty[RWGL_FOGEND]){
float fogData[4] = {
uniformState.fogStart,
uniformState.fogEnd,
@@ -976,15 +1156,15 @@ flushCache(void)
uniformState.fogDisable
};
glUniform4fv(U(u_fogData), 1, fogData);
// uniformStateDirty[RWGL_FOG] = false;
// uniformStateDirty[RWGL_FOGSTART] = false;
// uniformStateDirty[RWGL_FOGEND] = false;
//}
uniformStateDirty[RWGL_FOG] = false;
uniformStateDirty[RWGL_FOGSTART] = false;
uniformStateDirty[RWGL_FOGEND] = false;
}
//if(uniformStateDirty[RWGL_FOGCOLOR]){
if(uniformStateDirty[RWGL_FOGCOLOR]){
glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor);
// uniformStateDirty[RWGL_FOGCOLOR] = false;
//}
uniformStateDirty[RWGL_FOGCOLOR] = false;
}
}
static void
@@ -1093,12 +1273,12 @@ beginUpdate(Camera *cam)
if(rwStateCache.fogStart != cam->fogPlane){
rwStateCache.fogStart = cam->fogPlane;
// uniformStateDirty[RWGL_FOGSTART] = true;
uniformStateDirty[RWGL_FOGSTART] = true;
//stateDirty = 1;
}
if(rwStateCache.fogEnd != cam->farPlane){
rwStateCache.fogEnd = cam->farPlane;
// uniformStateDirty[RWGL_FOGEND] = true;
uniformStateDirty[RWGL_FOGEND] = true;
//stateDirty = 1;
}
+32 -1
View File
@@ -20,7 +20,14 @@ enum RenderState
// TODO:
// fog type, density ?
// ? shademode
// ???? stencil
STENCILENABLE,
STENCILFAIL,
STENCILZFAIL,
STENCILPASS,
STENCILFUNCTION,
STENCILFUNCTIONREF,
STENCILFUNCTIONMASK,
STENCILFUNCTIONWRITEMASK,
// platform specific or opaque?
ALPHATESTFUNC,
@@ -39,6 +46,30 @@ enum AlphaTestFunc
ALPHALESS
};
enum StencilOp
{
STENCILKEEP = 1,
STENCILZERO,
STENCILREPLACE,
STENCILINCSAT,
STENCILDECSAT,
STENCILINVERT,
STENCILINC,
STENCILDEC
};
enum StencilFunc
{
STENCILNEVER = 1,
STENCILLESS,
STENCILEQUAL,
STENCILLESSEQUAL,
STENCILGREATER,
STENCILNOTEQUAL,
STENCILGREATEREQUAL,
STENCILALWAYS
};
enum CullMode
{
CULLNONE = 1,