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gl: Fix enum collision
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38aa116c59
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@ -9,23 +9,21 @@ namespace gl
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{
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class driver_state
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{
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const u32 DEPTH_BOUNDS_MIN = 0xFFFF0001;
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const u32 DEPTH_BOUNDS_MAX = 0xFFFF0002;
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const u32 DEPTH_RANGE_MIN = 0xFFFF0003;
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const u32 DEPTH_RANGE_MAX = 0xFFFF0004;
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const u32 DEPTH_BOUNDS = 0xFFFF0001;
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const u32 DEPTH_RANGE = 0xFFFF0004;
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const u32 STENCIL_FRONT_FUNC = 0xFFFF0005;
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const u32 STENCIL_BACK_FUNC = 0xFFFF0006;
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const u32 STENCIL_FRONT_OP = 0xFFFF0007;
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const u32 STENCIL_BACK_OP = 0xFFFF0008;
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const u32 STENCIL_BACK_MASK = 0xFFFF0009;
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std::unordered_map<GLenum, u32> properties = {};
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std::unordered_map<GLenum, std::array<u32, 4>> indexed_properties = {};
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std::unordered_map<GLenum, u64> properties = {};
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std::unordered_map<GLenum, std::array<u64, 4>> indexed_properties = {};
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GLuint current_program = GL_NONE;
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std::array<std::unordered_map<GLenum, GLuint>, 48> bound_textures{ {} };
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bool test_and_set_property(GLenum property, u32 test)
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bool test_and_set_property(GLenum property, u64 test)
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{
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auto found = properties.find(property);
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if (found != properties.end() && found->second == test)
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@ -35,7 +33,7 @@ namespace gl
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return false;
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}
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bool test_and_set_property(GLenum property, u32 test, GLint index)
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bool test_and_set_property(GLenum property, u64 test, GLint index)
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{
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auto found = indexed_properties.find(property);
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if (found != indexed_properties.end())
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@ -135,7 +133,7 @@ namespace gl
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void clear_depth(GLfloat depth)
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{
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u32 value = std::bit_cast<u32>(depth);
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const u32 value = std::bit_cast<u32>(depth);
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if (!test_and_set_property(GL_DEPTH_CLEAR_VALUE, value))
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{
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glClearDepth(depth);
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@ -187,7 +185,7 @@ namespace gl
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void stencil_op(GLenum fail, GLenum zfail, GLenum zpass)
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{
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const u32 value = (fail & 0xFF) << 16 | (zfail & 0xFF) << 8 | (zpass & 0xFF);
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const u64 value = static_cast<u64>(fail) << 32 | static_cast<u64>(zfail) << 16 | static_cast<u64>(zpass);
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if (!test_and_set_property(STENCIL_FRONT_OP, value))
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{
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glStencilOp(fail, zfail, zpass);
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@ -196,7 +194,7 @@ namespace gl
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void stencil_back_op(GLenum fail, GLenum zfail, GLenum zpass)
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{
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const u32 value = (fail & 0xFF) << 16 | (zfail & 0xFF) << 8 | (zpass & 0xFF);
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const u64 value = static_cast<u64>(fail) << 32 | static_cast<u64>(zfail) << 16 | static_cast<u64>(zpass);
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if (!test_and_set_property(STENCIL_FRONT_OP, value))
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{
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glStencilOpSeparate(GL_BACK, fail, zfail, zpass);
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@ -224,7 +222,7 @@ namespace gl
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void clear_color(u8 r, u8 g, u8 b, u8 a)
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{
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u32 value = u32{ r } | u32{ g } << 8 | u32{ b } << 16 | u32{ a } << 24;
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const u32 value = u32{ r } | u32{ g } << 8 | u32{ b } << 16 | u32{ a } << 24;
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if (!test_and_set_property(GL_COLOR_CLEAR_VALUE, value))
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{
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glClearColor(r / 255.f, g / 255.f, b / 255.f, a / 255.f);
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@ -238,10 +236,8 @@ namespace gl
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void depth_bounds(float min, float max)
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{
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u32 depth_min = std::bit_cast<u32>(min);
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u32 depth_max = std::bit_cast<u32>(max);
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if (!test_and_set_property(DEPTH_BOUNDS_MIN, depth_min) || !test_and_set_property(DEPTH_BOUNDS_MAX, depth_max))
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const u64 value = (static_cast<u64>(std::bit_cast<u32>(max)) << 32) | std::bit_cast<u32>(min);
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if (!test_and_set_property(DEPTH_BOUNDS, value))
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{
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if (get_driver_caps().NV_depth_buffer_float_supported)
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{
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@ -256,10 +252,8 @@ namespace gl
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void depth_range(float min, float max)
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{
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u32 depth_min = std::bit_cast<u32>(min);
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u32 depth_max = std::bit_cast<u32>(max);
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if (!test_and_set_property(DEPTH_RANGE_MIN, depth_min) || !test_and_set_property(DEPTH_RANGE_MAX, depth_max))
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const u64 value = (static_cast<u64>(std::bit_cast<u32>(max)) << 32) | std::bit_cast<u32>(min);
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if (!test_and_set_property(DEPTH_RANGE, value))
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{
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if (get_driver_caps().NV_depth_buffer_float_supported)
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{
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@ -283,7 +277,6 @@ namespace gl
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void line_width(GLfloat width)
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{
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u32 value = std::bit_cast<u32>(width);
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if (!test_and_set_property(GL_LINE_WIDTH, value))
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{
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glLineWidth(width);
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@ -308,10 +301,8 @@ namespace gl
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void polygon_offset(float factor, float units)
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{
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u32 _units = std::bit_cast<u32>(units);
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u32 _factor = std::bit_cast<u32>(factor);
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if (!test_and_set_property(GL_POLYGON_OFFSET_UNITS, _units) || !test_and_set_property(GL_POLYGON_OFFSET_FACTOR, _factor))
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const u64 value = (static_cast<u64>(std::bit_cast<u32>(units)) << 32) | std::bit_cast<u32>(factor);
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if (!test_and_set_property(GL_POLYGON_OFFSET_FILL, value))
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{
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glPolygonOffset(factor, units);
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}
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