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80 lines
2.4 KiB
C++
80 lines
2.4 KiB
C++
#pragma once
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#include "capabilities.h"
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#define GL_FRAGMENT_TEXTURES_START 0
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#define GL_VERTEX_TEXTURES_START (GL_FRAGMENT_TEXTURES_START + 16)
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#define GL_STENCIL_MIRRORS_START (GL_VERTEX_TEXTURES_START + 4)
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#define GL_STREAM_BUFFER_START (GL_STENCIL_MIRRORS_START + 16)
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#define GL_TEMP_IMAGE_SLOT 31
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#define UBO_SLOT(x) (x + 8)
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#define SSBO_SLOT(x) (x)
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#define GL_VERTEX_PARAMS_BIND_SLOT UBO_SLOT(0)
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#define GL_VERTEX_LAYOUT_BIND_SLOT UBO_SLOT(1)
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#define GL_VERTEX_CONSTANT_BUFFERS_BIND_SLOT UBO_SLOT(2)
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#define GL_FRAGMENT_CONSTANT_BUFFERS_BIND_SLOT UBO_SLOT(3)
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#define GL_FRAGMENT_STATE_BIND_SLOT UBO_SLOT(4)
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#define GL_FRAGMENT_TEXTURE_PARAMS_BIND_SLOT UBO_SLOT(5)
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#define GL_RASTERIZER_STATE_BIND_SLOT UBO_SLOT(6)
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#define GL_INTERPRETER_VERTEX_BLOCK SSBO_SLOT(0)
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#define GL_INTERPRETER_FRAGMENT_BLOCK SSBO_SLOT(1)
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#define GL_COMPUTE_BUFFER_SLOT(index) SSBO_SLOT(2 + index)
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#define GL_COMPUTE_IMAGE_SLOT(index) SSBO_SLOT(index)
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//Function call wrapped in ARB_DSA vs EXT_DSA compat check
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#define DSA_CALL(func, object_name, target, ...)\
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if (::gl::get_driver_caps().ARB_dsa_supported)\
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gl##func(object_name, __VA_ARGS__);\
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else\
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gl##func##EXT(object_name, target, __VA_ARGS__);
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#define DSA_CALL2(func, ...)\
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if (::gl::get_driver_caps().ARB_dsa_supported)\
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gl##func(__VA_ARGS__);\
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else\
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gl##func##EXT(__VA_ARGS__);
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#define DSA_CALL2_RET(func, ...)\
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(::gl::get_driver_caps().ARB_dsa_supported) ?\
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gl##func(__VA_ARGS__) :\
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gl##func##EXT(__VA_ARGS__)
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#define DSA_CALL3(funcARB, funcDSA, ...)\
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if (::gl::get_driver_caps().ARB_dsa_supported)\
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gl##funcARB(__VA_ARGS__);\
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else\
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gl##funcDSA##EXT(__VA_ARGS__);
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namespace gl
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{
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template<typename Type, uint BindId, uint GetStateId>
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class save_binding_state_base
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{
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GLint m_last_binding;
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public:
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save_binding_state_base(const Type& new_state) : save_binding_state_base()
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{
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new_state.bind();
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}
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save_binding_state_base()
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{
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glGetIntegerv(GetStateId, &m_last_binding);
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}
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~save_binding_state_base()
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{
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glBindBuffer(BindId, m_last_binding);
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}
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};
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// Very useful util when capturing traces with RenderDoc
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static inline void push_debug_label(const char* label)
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{
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glInsertEventMarkerEXT(static_cast<GLsizei>(strlen(label)), label);
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}
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}
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