Removed the dirty state flags from Context.
TRAC #22041
Renderers will now be minimizing state changes themselves.
Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1424 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index b7fa89d..7afce94 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -357,17 +357,6 @@
mVertexDeclarationCache.markStateDirty();
- mClearStateDirty = true;
- mCullStateDirty = true;
- mDepthStateDirty = true;
- mMaskStateDirty = true;
- mBlendStateDirty = true;
- mStencilStateDirty = true;
- mPolygonOffsetStateDirty = true;
- mScissorStateDirty = true;
- mSampleStateDirty = true;
- mDitherStateDirty = true;
- mFrontFaceDirty = true;
mDxUniformsDirty = true;
}
@@ -409,11 +398,7 @@
void Context::setCullFace(bool enabled)
{
- if (mState.rasterizer.cullFace != enabled)
- {
- mState.rasterizer.cullFace = enabled;
- mCullStateDirty = true;
- }
+ mState.rasterizer.cullFace = enabled;
}
bool Context::isCullFaceEnabled() const
@@ -423,29 +408,17 @@
void Context::setCullMode(GLenum mode)
{
- if (mState.rasterizer.cullMode != mode)
- {
- mState.rasterizer.cullMode = mode;
- mCullStateDirty = true;
- }
+ mState.rasterizer.cullMode = mode;
}
void Context::setFrontFace(GLenum front)
{
- if (mState.rasterizer.frontFace != front)
- {
- mState.rasterizer.frontFace = front;
- mFrontFaceDirty = true;
- }
+ mState.rasterizer.frontFace = front;
}
void Context::setDepthTest(bool enabled)
{
- if (mState.depthStencil.depthTest != enabled)
- {
- mState.depthStencil.depthTest = enabled;
- mDepthStateDirty = true;
- }
+ mState.depthStencil.depthTest = enabled;
}
bool Context::isDepthTestEnabled() const
@@ -455,11 +428,7 @@
void Context::setDepthFunc(GLenum depthFunc)
{
- if (mState.depthStencil.depthFunc != depthFunc)
- {
- mState.depthStencil.depthFunc = depthFunc;
- mDepthStateDirty = true;
- }
+ mState.depthStencil.depthFunc = depthFunc;
}
void Context::setDepthRange(float zNear, float zFar)
@@ -470,11 +439,7 @@
void Context::setBlend(bool enabled)
{
- if (mState.blend.blend != enabled)
- {
- mState.blend.blend = enabled;
- mBlendStateDirty = true;
- }
+ mState.blend.blend = enabled;
}
bool Context::isBlendEnabled() const
@@ -484,52 +449,29 @@
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
{
- if (mState.blend.sourceBlendRGB != sourceRGB ||
- mState.blend.sourceBlendAlpha != sourceAlpha ||
- mState.blend.destBlendRGB != destRGB ||
- mState.blend.destBlendAlpha != destAlpha)
- {
- mState.blend.sourceBlendRGB = sourceRGB;
- mState.blend.destBlendRGB = destRGB;
- mState.blend.sourceBlendAlpha = sourceAlpha;
- mState.blend.destBlendAlpha = destAlpha;
- mBlendStateDirty = true;
- }
+ mState.blend.sourceBlendRGB = sourceRGB;
+ mState.blend.destBlendRGB = destRGB;
+ mState.blend.sourceBlendAlpha = sourceAlpha;
+ mState.blend.destBlendAlpha = destAlpha;
}
void Context::setBlendColor(float red, float green, float blue, float alpha)
{
- if (mState.blendColor.red != red ||
- mState.blendColor.green != green ||
- mState.blendColor.blue != blue ||
- mState.blendColor.alpha != alpha)
- {
- mState.blendColor.red = red;
- mState.blendColor.green = green;
- mState.blendColor.blue = blue;
- mState.blendColor.alpha = alpha;
- mBlendStateDirty = true;
- }
+ mState.blendColor.red = red;
+ mState.blendColor.green = green;
+ mState.blendColor.blue = blue;
+ mState.blendColor.alpha = alpha;
}
void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
{
- if (mState.blend.blendEquationRGB != rgbEquation ||
- mState.blend.blendEquationAlpha != alphaEquation)
- {
- mState.blend.blendEquationRGB = rgbEquation;
- mState.blend.blendEquationAlpha = alphaEquation;
- mBlendStateDirty = true;
- }
+ mState.blend.blendEquationRGB = rgbEquation;
+ mState.blend.blendEquationAlpha = alphaEquation;
}
void Context::setStencilTest(bool enabled)
{
- if (mState.depthStencil.stencilTest != enabled)
- {
- mState.depthStencil.stencilTest = enabled;
- mStencilStateDirty = true;
- }
+ mState.depthStencil.stencilTest = enabled;
}
bool Context::isStencilTestEnabled() const
@@ -539,107 +481,61 @@
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
{
- if (mState.depthStencil.stencilFunc != stencilFunc ||
- mState.depthStencil.stencilRef != stencilRef ||
- mState.depthStencil.stencilMask != stencilMask)
- {
- mState.depthStencil.stencilFunc = stencilFunc;
- mState.depthStencil.stencilRef = (stencilRef > 0) ? stencilRef : 0;
- mState.depthStencil.stencilMask = stencilMask;
- mStencilStateDirty = true;
- }
+ mState.depthStencil.stencilFunc = stencilFunc;
+ mState.depthStencil.stencilRef = (stencilRef > 0) ? stencilRef : 0;
+ mState.depthStencil.stencilMask = stencilMask;
}
void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
{
- if (mState.depthStencil.stencilBackFunc != stencilBackFunc ||
- mState.depthStencil.stencilBackRef != stencilBackRef ||
- mState.depthStencil.stencilBackMask != stencilBackMask)
- {
- mState.depthStencil.stencilBackFunc = stencilBackFunc;
- mState.depthStencil.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
- mState.depthStencil.stencilBackMask = stencilBackMask;
- mStencilStateDirty = true;
- }
+ mState.depthStencil.stencilBackFunc = stencilBackFunc;
+ mState.depthStencil.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+ mState.depthStencil.stencilBackMask = stencilBackMask;
}
void Context::setStencilWritemask(GLuint stencilWritemask)
{
- if (mState.depthStencil.stencilWritemask != stencilWritemask)
- {
- mState.depthStencil.stencilWritemask = stencilWritemask;
- mStencilStateDirty = true;
- }
+ mState.depthStencil.stencilWritemask = stencilWritemask;
}
void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
{
- if (mState.depthStencil.stencilBackWritemask != stencilBackWritemask)
- {
- mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
- mStencilStateDirty = true;
- }
+ mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
}
void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
{
- if (mState.depthStencil.stencilFail != stencilFail ||
- mState.depthStencil.stencilPassDepthFail != stencilPassDepthFail ||
- mState.depthStencil.stencilPassDepthPass != stencilPassDepthPass)
- {
- mState.depthStencil.stencilFail = stencilFail;
- mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
- mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
- mStencilStateDirty = true;
- }
+ mState.depthStencil.stencilFail = stencilFail;
+ mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
+ mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
}
void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
{
- if (mState.depthStencil.stencilBackFail != stencilBackFail ||
- mState.depthStencil.stencilBackPassDepthFail != stencilBackPassDepthFail ||
- mState.depthStencil.stencilBackPassDepthPass != stencilBackPassDepthPass)
- {
- mState.depthStencil.stencilBackFail = stencilBackFail;
- mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
- mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
- mStencilStateDirty = true;
- }
+ mState.depthStencil.stencilBackFail = stencilBackFail;
+ mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
}
void Context::setPolygonOffsetFill(bool enabled)
{
- if (mState.rasterizer.polygonOffsetFill != enabled)
- {
- mState.rasterizer.polygonOffsetFill = enabled;
- mPolygonOffsetStateDirty = true;
- }
+ mState.rasterizer.polygonOffsetFill = enabled;
}
bool Context::isPolygonOffsetFillEnabled() const
{
return mState.rasterizer.polygonOffsetFill;
-
}
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
{
- if (mState.rasterizer.polygonOffsetFactor != factor ||
- mState.rasterizer.polygonOffsetUnits != units)
- {
- mState.rasterizer.polygonOffsetFactor = factor;
- mState.rasterizer.polygonOffsetUnits = units;
- mPolygonOffsetStateDirty = true;
- }
+ mState.rasterizer.polygonOffsetFactor = factor;
+ mState.rasterizer.polygonOffsetUnits = units;
}
void Context::setSampleAlphaToCoverage(bool enabled)
{
- if (mState.blend.sampleAlphaToCoverage != enabled)
- {
- mState.blend.sampleAlphaToCoverage = enabled;
- mSampleStateDirty = true;
- }
+ mState.blend.sampleAlphaToCoverage = enabled;
}
bool Context::isSampleAlphaToCoverageEnabled() const
@@ -649,11 +545,7 @@
void Context::setSampleCoverage(bool enabled)
{
- if (mState.sampleCoverage != enabled)
- {
- mState.sampleCoverage = enabled;
- mSampleStateDirty = true;
- }
+ mState.sampleCoverage = enabled;
}
bool Context::isSampleCoverageEnabled() const
@@ -663,22 +555,13 @@
void Context::setSampleCoverageParams(GLclampf value, bool invert)
{
- if (mState.sampleCoverageValue != value ||
- mState.sampleCoverageInvert != invert)
- {
- mState.sampleCoverageValue = value;
- mState.sampleCoverageInvert = invert;
- mSampleStateDirty = true;
- }
+ mState.sampleCoverageValue = value;
+ mState.sampleCoverageInvert = invert;
}
void Context::setScissorTest(bool enabled)
{
- if (mState.rasterizer.scissorTest != enabled)
- {
- mState.rasterizer.scissorTest = enabled;
- mScissorStateDirty = true;
- }
+ mState.rasterizer.scissorTest = enabled;
}
bool Context::isScissorTestEnabled() const
@@ -688,11 +571,7 @@
void Context::setDither(bool enabled)
{
- if (mState.blend.dither != enabled)
- {
- mState.blend.dither = enabled;
- mDitherStateDirty = true;
- }
+ mState.blend.dither = enabled;
}
bool Context::isDitherEnabled() const
@@ -728,37 +607,23 @@
void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
{
- if (mState.scissor.x != x || mState.scissor.y != y ||
- mState.scissor.width != width || mState.scissor.height != height)
- {
- mState.scissor.x = x;
- mState.scissor.y = y;
- mState.scissor.width = width;
- mState.scissor.height = height;
- mScissorStateDirty = true;
- }
+ mState.scissor.x = x;
+ mState.scissor.y = y;
+ mState.scissor.width = width;
+ mState.scissor.height = height;
}
void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
{
- if (mState.blend.colorMaskRed != red || mState.blend.colorMaskGreen != green ||
- mState.blend.colorMaskBlue != blue || mState.blend.colorMaskAlpha != alpha)
- {
- mState.blend.colorMaskRed = red;
- mState.blend.colorMaskGreen = green;
- mState.blend.colorMaskBlue = blue;
- mState.blend.colorMaskAlpha = alpha;
- mMaskStateDirty = true;
- }
+ mState.blend.colorMaskRed = red;
+ mState.blend.colorMaskGreen = green;
+ mState.blend.colorMaskBlue = blue;
+ mState.blend.colorMaskAlpha = alpha;
}
void Context::setDepthMask(bool mask)
{
- if (mState.depthStencil.depthMask != mask)
- {
- mState.depthStencil.depthMask = mask;
- mMaskStateDirty = true;
- }
+ mState.depthStencil.depthMask = mask;
}
void Context::setActiveSampler(unsigned int active)
@@ -1915,7 +1780,6 @@
}
mDevice->SetRenderTarget(0, renderTarget);
mAppliedRenderTargetSerial = renderTargetSerial;
- mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
renderTargetChanged = true;
renderTarget->Release();
}
@@ -2012,12 +1876,8 @@
mDxUniformsDirty = true;
}
- if (mScissorStateDirty)
- {
- mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.Width),
- static_cast<int>(mRenderTargetDesc.Height));
- mScissorStateDirty = false;
- }
+ mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.Width),
+ static_cast<int>(mRenderTargetDesc.Height));
if (mState.currentProgram && mDxUniformsDirty)
{
@@ -2064,64 +1924,45 @@
GLint alwaysFront = !isTriangleMode(drawMode);
programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
- if (mCullStateDirty || mFrontFaceDirty || mPolygonOffsetStateDirty)
+ const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
+ unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
+
+ mRenderer->setRasterizerState(mState.rasterizer, depthSize);
+
+ unsigned int mask = 0;
+ if (mState.sampleCoverage)
{
- const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
- unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
-
- mRenderer->setRasterizerState(mState.rasterizer, depthSize);
-
- mCullStateDirty = false;
- mPolygonOffsetStateDirty = false;
- }
-
- if (mBlendStateDirty || mMaskStateDirty)
- {
- unsigned int mask = 0;
- if (mState.sampleCoverage)
+ if (mState.sampleCoverageValue != 0)
{
- if (mState.sampleCoverageValue != 0)
+ float threshold = 0.5f;
+
+ for (int i = 0; i < framebufferObject->getSamples(); ++i)
{
- float threshold = 0.5f;
+ mask <<= 1;
- for (int i = 0; i < framebufferObject->getSamples(); ++i)
+ if ((i + 1) * mState.sampleCoverageValue >= threshold)
{
- mask <<= 1;
-
- if ((i + 1) * mState.sampleCoverageValue >= threshold)
- {
- threshold += 1.0f;
- mask |= 1;
- }
+ threshold += 1.0f;
+ mask |= 1;
}
}
-
- if (mState.sampleCoverageInvert)
- {
- mask = ~mask;
- }
}
- else
+
+ if (mState.sampleCoverageInvert)
{
- mask = 0xFFFFFFFF;
+ mask = ~mask;
}
-
- mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
- mBlendStateDirty = false;
}
-
- if (mStencilStateDirty || mFrontFaceDirty || mDepthStateDirty)
+ else
{
- unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
-
- mRenderer->setDepthStencilState(mState.depthStencil,
- mState.rasterizer.frontFace == GL_CCW,
- stencilSize);
-
- mDepthStateDirty = false;
- mStencilStateDirty = false;
- mFrontFaceDirty = false;
+ mask = 0xFFFFFFFF;
}
+ mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
+
+ unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
+ mRenderer->setDepthStencilState(mState.depthStencil,
+ mState.rasterizer.frontFace == GL_CCW,
+ stencilSize);
}
GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
@@ -2761,7 +2602,6 @@
mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
- mStencilStateDirty = true;
}
else
{