// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <limits>
#include "common/common_types.h"
#include "video_core/dirty_flags.h"
#include "video_core/engines/maxwell_3d.h"
namespace Core {
class System;
}
namespace OpenGL {
namespace Dirty {
enum : u8 {
First = VideoCommon::Dirty::LastCommonEntry,
VertexFormats,
VertexFormat0,
VertexFormat31 = VertexFormat0 + 31,
VertexBuffers,
VertexBuffer0,
VertexBuffer31 = VertexBuffer0 + 31,
VertexInstances,
VertexInstance0,
VertexInstance31 = VertexInstance0 + 31,
ViewportTransform,
Viewports,
Viewport0,
Viewport15 = Viewport0 + 15,
Scissors,
Scissor0,
Scissor15 = Scissor0 + 15,
ColorMaskCommon,
ColorMasks,
ColorMask0,
ColorMask7 = ColorMask0 + 7,
BlendColor,
BlendIndependentEnabled,
BlendStates,
BlendState0,
BlendState7 = BlendState0 + 7,
Shaders,
ClipDistances,
ColorMask,
FrontFace,
CullTest,
DepthMask,
DepthTest,
StencilTest,
AlphaTest,
PrimitiveRestart,
PolygonOffset,
MultisampleControl,
RasterizeEnable,
FramebufferSRGB,
LogicOp,
Last
};
static_assert(Last <= std::numeric_limits<u8>::max());
} // namespace Dirty
class StateTracker {
public:
explicit StateTracker(Core::System& system);
void Initialize();
void NotifyScreenDrawVertexArray() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::VertexFormats] = true;
flags[OpenGL::Dirty::VertexFormat0 + 0] = true;
flags[OpenGL::Dirty::VertexFormat0 + 1] = true;
flags[OpenGL::Dirty::VertexBuffers] = true;
flags[OpenGL::Dirty::VertexBuffer0] = true;
flags[OpenGL::Dirty::VertexInstances] = true;
flags[OpenGL::Dirty::VertexInstance0 + 0] = true;
flags[OpenGL::Dirty::VertexInstance0 + 1] = true;
}
void NotifyViewport0() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::Viewports] = true;
flags[OpenGL::Dirty::Viewport0] = true;
}
void NotifyScissor0() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::Scissors] = true;
flags[OpenGL::Dirty::Scissor0] = true;
}
void NotifyColorMask0() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::ColorMasks] = true;
flags[OpenGL::Dirty::ColorMask0] = true;
}
void NotifyBlend0() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::BlendStates] = true;
flags[OpenGL::Dirty::BlendState0] = true;
}
void NotifyFramebuffer() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[VideoCommon::Dirty::RenderTargets] = true;
}
void NotifyFrontFace() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::FrontFace] = true;
}
void NotifyCullTest() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::CullTest] = true;
}
void NotifyDepthTest() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::DepthTest] = true;
}
void NotifyStencilTest() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::StencilTest] = true;
}
void NotifyPolygonOffset() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::PolygonOffset] = true;
}
void NotifyRasterizeEnable() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::RasterizeEnable] = true;
}
void NotifyFramebufferSRGB() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::FramebufferSRGB] = true;
}
void NotifyLogicOp() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::LogicOp] = true;
}
private:
Core::System& system;
};
} // namespace OpenGL