/**************************************************************************** Copyright (c) 2011 Ricardo Quesada Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "renderer/ccGLStateCache.h" #include "renderer/CCGLProgram.h" #include "renderer/CCRenderState.h" #include "base/CCDirector.h" #include "base/ccConfig.h" #include "base/CCConfiguration.h" NS_CC_BEGIN static const int MAX_ATTRIBUTES = 16; static const int MAX_ACTIVE_TEXTURE = 16; namespace { static GLuint s_currentProjectionMatrix = -1; static uint32_t s_attributeFlags = 0; // 32 attributes max #if CC_ENABLE_GL_STATE_CACHE static GLuint s_currentShaderProgram = -1; static GLuint s_currentBoundTexture[MAX_ACTIVE_TEXTURE] = {(GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, (GLuint)-1,(GLuint)-1,(GLuint)-1,(GLuint)-1, }; static GLenum s_blendingSource = -1; static GLenum s_blendingDest = -1; static int s_GLServerState = 0; static GLuint s_VAO = 0; static GLenum s_activeTexture = -1; #endif // CC_ENABLE_GL_STATE_CACHE } // GL State Cache functions namespace GL { void invalidateStateCache( void ) { Director::getInstance()->resetMatrixStack(); s_currentProjectionMatrix = -1; s_attributeFlags = 0; #if CC_ENABLE_GL_STATE_CACHE s_currentShaderProgram = -1; for( int i=0; i < MAX_ACTIVE_TEXTURE; i++ ) { s_currentBoundTexture[i] = -1; } s_blendingSource = -1; s_blendingDest = -1; s_GLServerState = 0; s_VAO = 0; #endif // CC_ENABLE_GL_STATE_CACHE } void deleteProgram( GLuint program ) { #if CC_ENABLE_GL_STATE_CACHE if(program == s_currentShaderProgram) { s_currentShaderProgram = -1; } #endif // CC_ENABLE_GL_STATE_CACHE glDeleteProgram( program ); } void useProgram( GLuint program ) { #if CC_ENABLE_GL_STATE_CACHE if( program != s_currentShaderProgram ) { s_currentShaderProgram = program; glUseProgram(program); } #else glUseProgram(program); #endif // CC_ENABLE_GL_STATE_CACHE } static void SetBlending(GLenum sfactor, GLenum dfactor) { if (sfactor == GL_ONE && dfactor == GL_ZERO) { glDisable(GL_BLEND); RenderState::StateBlock::_defaultState->setBlend(false); } else { glEnable(GL_BLEND); glBlendFunc(sfactor, dfactor); RenderState::StateBlock::_defaultState->setBlend(true); RenderState::StateBlock::_defaultState->setBlendSrc((RenderState::Blend)sfactor); RenderState::StateBlock::_defaultState->setBlendDst((RenderState::Blend)dfactor); } } void blendFunc(GLenum sfactor, GLenum dfactor) { #if CC_ENABLE_GL_STATE_CACHE if (sfactor != s_blendingSource || dfactor != s_blendingDest) { s_blendingSource = sfactor; s_blendingDest = dfactor; SetBlending(sfactor, dfactor); } #else SetBlending( sfactor, dfactor ); #endif // CC_ENABLE_GL_STATE_CACHE } void blendResetToCache(void) { glBlendEquation(GL_FUNC_ADD); #if CC_ENABLE_GL_STATE_CACHE SetBlending(s_blendingSource, s_blendingDest); #else SetBlending(CC_BLEND_SRC, CC_BLEND_DST); #endif // CC_ENABLE_GL_STATE_CACHE } void bindTexture2D(GLuint textureId) { GL::bindTexture2DN(0, textureId); } void bindTexture2D(Texture2D* texture) { GL::bindTexture2DN(0, texture->getName()); auto alphaTexID = texture->getAlphaTextureName(); if (alphaTexID > 0) { GL::bindTexture2DN(1, alphaTexID); } } void bindTexture2DN(GLuint textureUnit, GLuint textureId) { #if CC_ENABLE_GL_STATE_CACHE CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big"); if (s_currentBoundTexture[textureUnit] != textureId) { s_currentBoundTexture[textureUnit] = textureId; activeTexture(GL_TEXTURE0 + textureUnit); glBindTexture(GL_TEXTURE_2D, textureId); } #else glActiveTexture(GL_TEXTURE0 + textureUnit); glBindTexture(GL_TEXTURE_2D, textureId); #endif } void bindTextureN(GLuint textureUnit, GLuint textureId, GLuint textureType/* = GL_TEXTURE_2D*/) { #if CC_ENABLE_GL_STATE_CACHE CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big"); if (s_currentBoundTexture[textureUnit] != textureId) { s_currentBoundTexture[textureUnit] = textureId; activeTexture(GL_TEXTURE0 + textureUnit); glBindTexture(textureType, textureId); } #else glActiveTexture(GL_TEXTURE0 + textureUnit); glBindTexture(textureType, textureId); #endif } void deleteTexture(GLuint textureId) { #if CC_ENABLE_GL_STATE_CACHE for (size_t i = 0; i < MAX_ACTIVE_TEXTURE; ++i) { if (s_currentBoundTexture[i] == textureId) { s_currentBoundTexture[i] = -1; } } #endif // CC_ENABLE_GL_STATE_CACHE glDeleteTextures(1, &textureId); } void deleteTextureN(GLuint /*textureUnit*/, GLuint textureId) { deleteTexture(textureId); } void activeTexture(GLenum texture) { #if CC_ENABLE_GL_STATE_CACHE if(s_activeTexture != texture) { s_activeTexture = texture; glActiveTexture(s_activeTexture); } #else glActiveTexture(texture); #endif } void bindVAO(GLuint vaoId) { if (Configuration::getInstance()->supportsShareableVAO()) { #if CC_ENABLE_GL_STATE_CACHE if (s_VAO != vaoId) { s_VAO = vaoId; glBindVertexArray(vaoId); } #else glBindVertexArray(vaoId); #endif // CC_ENABLE_GL_STATE_CACHE } } // GL Vertex Attrib functions void enableVertexAttribs(uint32_t flags) { bindVAO(0); // hardcoded! for(int i=0; i < MAX_ATTRIBUTES; i++) { unsigned int bit = 1 << i; //FIXME:Cache is disabled, try to enable cache as before bool enabled = (flags & bit) != 0; bool enabledBefore = (s_attributeFlags & bit) != 0; if(enabled != enabledBefore) { if( enabled ) glEnableVertexAttribArray(i); else glDisableVertexAttribArray(i); } } s_attributeFlags = flags; } // GL Uniforms functions void setProjectionMatrixDirty( void ) { s_currentProjectionMatrix = -1; } } // Namespace GL NS_CC_END