Minimizes render state changes
TRAC #12154
This patch reduces redundant calls to SetRenderState
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
Author: Shannon Woods
git-svn-id: https://angleproject.googlecode.com/svn/trunk@260 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 98abe79..dda0e35 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -36,8 +36,6 @@
Context::Context(const egl::Config *config)
: mConfig(config)
{
- mAppliedRenderTargetSerial = 0;
-
setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mState.depthClearValue = 1.0f;
@@ -288,6 +286,17 @@
{
mAppliedRenderTargetSerial = 0;
mAppliedProgram = 0;
+
+ mClearStateDirty = true;
+ mCullStateDirty = true;
+ mDepthStateDirty = true;
+ mMaskStateDirty = true;
+ mBlendStateDirty = true;
+ mStencilStateDirty = true;
+ mPolygonOffsetStateDirty = true;
+ mScissorStateDirty = true;
+ mSampleStateDirty = true;
+ mDitherStateDirty = true;
}
void Context::setClearColor(float red, float green, float blue, float alpha)
@@ -310,7 +319,11 @@
void Context::setCullFace(bool enabled)
{
- mState.cullFace = enabled;
+ if (mState.cullFace != enabled)
+ {
+ mState.cullFace = enabled;
+ mCullStateDirty = true;
+ }
}
bool Context::isCullFaceEnabled() const
@@ -320,17 +333,29 @@
void Context::setCullMode(GLenum mode)
{
- mState.cullMode = mode;
+ if (mState.cullMode != mode)
+ {
+ mState.cullMode = mode;
+ mCullStateDirty = true;
+ }
}
void Context::setFrontFace(GLenum front)
{
- mState.frontFace = front;
+ if (mState.frontFace != front)
+ {
+ mState.frontFace = front;
+ mFrontFaceDirty = true;
+ }
}
void Context::setDepthTest(bool enabled)
{
- mState.depthTest = enabled;
+ if (mState.depthTest != enabled)
+ {
+ mState.depthTest = enabled;
+ mDepthStateDirty = true;
+ }
}
bool Context::isDepthTestEnabled() const
@@ -340,7 +365,11 @@
void Context::setDepthFunc(GLenum depthFunc)
{
- mState.depthFunc = depthFunc;
+ if (mState.depthFunc != depthFunc)
+ {
+ mState.depthFunc = depthFunc;
+ mDepthStateDirty = true;
+ }
}
void Context::setDepthRange(float zNear, float zFar)
@@ -351,7 +380,11 @@
void Context::setBlend(bool enabled)
{
- mState.blend = enabled;
+ if (mState.blend != enabled)
+ {
+ mState.blend = enabled;
+ mBlendStateDirty = true;
+ }
}
bool Context::isBlendEnabled() const
@@ -361,29 +394,52 @@
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
{
- mState.sourceBlendRGB = sourceRGB;
- mState.destBlendRGB = destRGB;
- mState.sourceBlendAlpha = sourceAlpha;
- mState.destBlendAlpha = destAlpha;
+ if (mState.sourceBlendRGB != sourceRGB ||
+ mState.sourceBlendAlpha != sourceAlpha ||
+ mState.destBlendRGB != destRGB ||
+ mState.destBlendAlpha != destAlpha)
+ {
+ mState.sourceBlendRGB = sourceRGB;
+ mState.destBlendRGB = destRGB;
+ mState.sourceBlendAlpha = sourceAlpha;
+ mState.destBlendAlpha = destAlpha;
+ mBlendStateDirty = true;
+ }
}
void Context::setBlendColor(float red, float green, float blue, float alpha)
{
- mState.blendColor.red = red;
- mState.blendColor.green = green;
- mState.blendColor.blue = blue;
- mState.blendColor.alpha = 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;
+ }
}
void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
{
- mState.blendEquationRGB = rgbEquation;
- mState.blendEquationAlpha = alphaEquation;
+ if (mState.blendEquationRGB != rgbEquation ||
+ mState.blendEquationAlpha != alphaEquation)
+ {
+ mState.blendEquationRGB = rgbEquation;
+ mState.blendEquationAlpha = alphaEquation;
+ mBlendStateDirty = true;
+ }
}
void Context::setStencilTest(bool enabled)
{
- mState.stencilTest = enabled;
+ if (mState.stencilTest != enabled)
+ {
+ mState.stencilTest = enabled;
+ mStencilStateDirty = true;
+ }
}
bool Context::isStencilTestEnabled() const
@@ -393,61 +449,107 @@
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
{
- mState.stencilFunc = stencilFunc;
- mState.stencilRef = stencilRef;
- mState.stencilMask = stencilMask;
+ if (mState.stencilFunc != stencilFunc ||
+ mState.stencilRef != stencilRef ||
+ mState.stencilMask != stencilMask)
+ {
+ mState.stencilFunc = stencilFunc;
+ mState.stencilRef = stencilRef;
+ mState.stencilMask = stencilMask;
+ mStencilStateDirty = true;
+ }
}
void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
{
- mState.stencilBackFunc = stencilBackFunc;
- mState.stencilBackRef = stencilBackRef;
- mState.stencilBackMask = stencilBackMask;
+ if (mState.stencilBackFunc != stencilBackFunc ||
+ mState.stencilBackRef != stencilBackRef ||
+ mState.stencilBackMask != stencilBackMask)
+ {
+ mState.stencilBackFunc = stencilBackFunc;
+ mState.stencilBackRef = stencilBackRef;
+ mState.stencilBackMask = stencilBackMask;
+ mStencilStateDirty = true;
+ }
}
void Context::setStencilWritemask(GLuint stencilWritemask)
{
- mState.stencilWritemask = stencilWritemask;
+ if (mState.stencilWritemask != stencilWritemask)
+ {
+ mState.stencilWritemask = stencilWritemask;
+ mStencilStateDirty = true;
+ }
}
void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
{
- mState.stencilBackWritemask = stencilBackWritemask;
+ if (mState.stencilBackWritemask != stencilBackWritemask)
+ {
+ mState.stencilBackWritemask = stencilBackWritemask;
+ mStencilStateDirty = true;
+ }
}
void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
{
- mState.stencilFail = stencilFail;
- mState.stencilPassDepthFail = stencilPassDepthFail;
- mState.stencilPassDepthPass = stencilPassDepthPass;
+ if (mState.stencilFail != stencilFail ||
+ mState.stencilPassDepthFail != stencilPassDepthFail ||
+ mState.stencilPassDepthPass != stencilPassDepthPass)
+ {
+ mState.stencilFail = stencilFail;
+ mState.stencilPassDepthFail = stencilPassDepthFail;
+ mState.stencilPassDepthPass = stencilPassDepthPass;
+ mStencilStateDirty = true;
+ }
}
void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
{
- mState.stencilBackFail = stencilBackFail;
- mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
- mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
+ if (mState.stencilBackFail != stencilBackFail ||
+ mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
+ mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
+ {
+ mState.stencilBackFail = stencilBackFail;
+ mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
+ mStencilStateDirty = true;
+ }
}
void Context::setPolygonOffsetFill(bool enabled)
{
- mState.polygonOffsetFill = enabled;
+ if (mState.polygonOffsetFill != enabled)
+ {
+ mState.polygonOffsetFill = enabled;
+ mPolygonOffsetStateDirty = true;
+ }
}
bool Context::isPolygonOffsetFillEnabled() const
{
return mState.polygonOffsetFill;
+
}
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
{
- mState.polygonOffsetFactor = factor;
- mState.polygonOffsetUnits = units;
+ if (mState.polygonOffsetFactor != factor ||
+ mState.polygonOffsetUnits != units)
+ {
+ mState.polygonOffsetFactor = factor;
+ mState.polygonOffsetUnits = units;
+ mPolygonOffsetStateDirty = true;
+ }
}
void Context::setSampleAlphaToCoverage(bool enabled)
{
- mState.sampleAlphaToCoverage = enabled;
+ if (mState.sampleAlphaToCoverage != enabled)
+ {
+ mState.sampleAlphaToCoverage = enabled;
+ mSampleStateDirty = true;
+ }
}
bool Context::isSampleAlphaToCoverageEnabled() const
@@ -457,7 +559,11 @@
void Context::setSampleCoverage(bool enabled)
{
- mState.sampleCoverage = enabled;
+ if (mState.sampleCoverage != enabled)
+ {
+ mState.sampleCoverage = enabled;
+ mSampleStateDirty = true;
+ }
}
bool Context::isSampleCoverageEnabled() const
@@ -467,13 +573,22 @@
void Context::setSampleCoverageParams(GLclampf value, GLboolean invert)
{
- mState.sampleCoverageValue = value;
- mState.sampleCoverageInvert = invert;
+ if (mState.sampleCoverageValue != value ||
+ mState.sampleCoverageInvert != invert)
+ {
+ mState.sampleCoverageValue = value;
+ mState.sampleCoverageInvert = invert;
+ mSampleStateDirty = true;
+ }
}
void Context::setScissorTest(bool enabled)
{
- mState.scissorTest = enabled;
+ if (mState.scissorTest != enabled)
+ {
+ mState.scissorTest = enabled;
+ mScissorStateDirty = true;
+ }
}
bool Context::isScissorTestEnabled() const
@@ -483,7 +598,11 @@
void Context::setDither(bool enabled)
{
- mState.dither = enabled;
+ if (mState.dither != enabled)
+ {
+ mState.dither = enabled;
+ mDitherStateDirty = true;
+ }
}
bool Context::isDitherEnabled() const
@@ -511,23 +630,37 @@
void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
{
- mState.scissorX = x;
- mState.scissorY = y;
- mState.scissorWidth = width;
- mState.scissorHeight = height;
+ if (mState.scissorX != x || mState.scissorY != y ||
+ mState.scissorWidth != width || mState.scissorHeight != height)
+ {
+ mState.scissorX = x;
+ mState.scissorY = y;
+ mState.scissorWidth = width;
+ mState.scissorHeight = height;
+ mScissorStateDirty = true;
+ }
}
void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
{
- mState.colorMaskRed = red;
- mState.colorMaskGreen = green;
- mState.colorMaskBlue = blue;
- mState.colorMaskAlpha = alpha;
+ if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
+ mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
+ {
+ mState.colorMaskRed = red;
+ mState.colorMaskGreen = green;
+ mState.colorMaskBlue = blue;
+ mState.colorMaskAlpha = alpha;
+ mMaskStateDirty = true;
+ }
}
void Context::setDepthMask(bool mask)
{
- mState.depthMask = mask;
+ if (mState.depthMask != mask)
+ {
+ mState.depthMask = mask;
+ mMaskStateDirty = true;
+ }
}
void Context::setActiveSampler(int active)
@@ -1541,19 +1674,24 @@
device->SetViewport(&viewport);
- if (mState.scissorTest)
+ if (mScissorStateDirty)
{
- RECT rect = {mState.scissorX,
- mState.scissorY,
- mState.scissorX + mState.scissorWidth,
- mState.scissorY + mState.scissorHeight};
+ if (mState.scissorTest)
+ {
+ RECT rect = {mState.scissorX,
+ mState.scissorY,
+ mState.scissorX + mState.scissorWidth,
+ mState.scissorY + mState.scissorHeight};
- device->SetScissorRect(&rect);
- device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
- }
- else
- {
- device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ device->SetScissorRect(&rect);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ }
+
+ mScissorStateDirty = false;
}
if (mState.currentProgram)
@@ -1602,138 +1740,168 @@
GLint alwaysFront = !isTriangleMode(drawMode);
programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
- if (mState.cullFace)
+ if (mCullStateDirty || mFrontFaceDirty)
{
- device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
- }
- else
- {
- device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- }
-
- if (mState.depthTest)
- {
- device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
- device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
- }
- else
- {
- device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
- }
-
- if (mState.blend)
- {
- device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
-
- if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
- mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ if (mState.cullFace)
{
- device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
+ device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
}
else
{
- device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
- unorm<8>(mState.blendColor.alpha),
- unorm<8>(mState.blendColor.alpha),
- unorm<8>(mState.blendColor.alpha)));
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
}
- device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
- device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
- device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
+ mCullStateDirty = false;
+ }
- if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
- mState.destBlendRGB != mState.destBlendAlpha ||
- mState.blendEquationRGB != mState.blendEquationAlpha)
+ if (mDepthStateDirty)
+ {
+ if (mState.depthTest)
{
- device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
-
- device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
- device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
- device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
-
+ device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+ device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
}
else
{
- device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
- }
- else
- {
- device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+
+ mDepthStateDirty = false;
}
- if (mState.stencilTest && hasStencil())
+ if (mBlendStateDirty)
{
- device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
- device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
-
- // FIXME: Unsupported by D3D9
- const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
- const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
- const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
- if (mState.stencilWritemask != mState.stencilBackWritemask ||
- mState.stencilRef != mState.stencilBackRef ||
- mState.stencilMask != mState.stencilBackMask)
+ if (mState.blend)
{
- ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
- return error(GL_INVALID_OPERATION);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha)));
+ }
+
+ device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
+ device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
+ device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
+
+ if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
+ mState.destBlendRGB != mState.destBlendAlpha ||
+ mState.blendEquationRGB != mState.blendEquationAlpha)
+ {
+ device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+
+ device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
+ device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
+ device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
+
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
+ }
}
-
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- es2dx::ConvertComparison(mState.stencilFunc));
-
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, mState.stencilRef); // FIXME: Clamp to range
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
-
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- es2dx::ConvertStencilOp(mState.stencilFail));
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
- device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
- es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
-
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- es2dx::ConvertComparison(mState.stencilBackFunc));
-
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, mState.stencilBackRef); // FIXME: Clamp to range
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
-
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- es2dx::ConvertStencilOp(mState.stencilBackFail));
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
- device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
- es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
- }
- else
- {
- device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
- }
-
- device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
- mState.colorMaskBlue, mState.colorMaskAlpha));
- device->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
-
- if (mState.polygonOffsetFill)
- {
- gl::Depthbuffer *depthbuffer = getFramebuffer()->getDepthbuffer();
- if (depthbuffer)
+ else
{
- device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
- float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
- device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
- }
- else
- {
- device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
- device->SetRenderState(D3DRS_DEPTHBIAS, 0);
+
+ mBlendStateDirty = false;
}
- if (mConfig->mMultiSample != 0)
+ if (mStencilStateDirty || mFrontFaceDirty)
+ {
+ if (mState.stencilTest && hasStencil())
+ {
+ device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
+
+ // FIXME: Unsupported by D3D9
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
+ if (mState.stencilWritemask != mState.stencilBackWritemask ||
+ mState.stencilRef != mState.stencilBackRef ||
+ mState.stencilMask != mState.stencilBackMask)
+ {
+ ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
+ return error(GL_INVALID_OPERATION);
+ }
+
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ es2dx::ConvertComparison(mState.stencilFunc));
+
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, mState.stencilRef); // FIXME: Clamp to range
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
+
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ es2dx::ConvertStencilOp(mState.stencilFail));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
+
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ es2dx::ConvertComparison(mState.stencilBackFunc));
+
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, mState.stencilBackRef); // FIXME: Clamp to range
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
+
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ es2dx::ConvertStencilOp(mState.stencilBackFail));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mStencilStateDirty = false;
+ }
+
+ if (mMaskStateDirty)
+ {
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
+ mState.colorMaskBlue, mState.colorMaskAlpha));
+ device->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
+
+ mMaskStateDirty = false;
+ }
+
+ if (mPolygonOffsetStateDirty)
+ {
+ if (mState.polygonOffsetFill)
+ {
+ gl::Depthbuffer *depthbuffer = getFramebuffer()->getDepthbuffer();
+ if (depthbuffer)
+ {
+ device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
+ float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
+ device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
+ }
+ }
+ else
+ {
+ device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
+ device->SetRenderState(D3DRS_DEPTHBIAS, 0);
+ }
+
+ mPolygonOffsetStateDirty = false;
+ }
+
+ if (mConfig->mMultiSample != 0 && mSampleStateDirty)
{
if (mState.sampleAlphaToCoverage)
{
@@ -1744,9 +1912,18 @@
{
FIXME("Sample coverage is unimplemented.");
}
+
+ mSampleStateDirty = false;
}
- device->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
+ if (mDitherStateDirty)
+ {
+ device->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
+
+ mDitherStateDirty = false;
+ }
+
+ mFrontFaceDirty = false;
}
// Fill in the semanticIndex field of the array of TranslatedAttributes based on the active GLSL program.