scummvm/graphics/tinygl/zdirtyrect.cpp
2021-12-26 21:19:38 +01:00

773 lines
25 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "graphics/tinygl/zdirtyrect.h"
#include "graphics/tinygl/zgl.h"
#include "graphics/tinygl/gl.h"
#include "common/debug.h"
#include "common/math.h"
namespace TinyGL {
void GLContext::issueDrawCall(DrawCall *drawCall) {
if (_enableDirtyRectangles && drawCall->getDirtyRegion().isEmpty())
return;
_drawCallsQueue.push_back(drawCall);
}
static void debugDrawRectangle(Common::Rect rect, int r, int g, int b) {
GLContext *c = gl_get_context();
int fbWidth = c->fb->getPixelBufferWidth();
if (rect.left < 0)
rect.left = 0;
if (rect.right >= fbWidth)
rect.right = fbWidth - 1;
if (rect.top < 0)
rect.top = 0;
if (rect.bottom >= c->fb->getPixelBufferHeight())
rect.bottom = c->fb->getPixelBufferHeight() - 1;
for (int x = rect.left; x < rect.right; x++) {
c->fb->writePixel(rect.top * fbWidth + x, 255, r, g, b);
c->fb->writePixel((rect.bottom - 1) * fbWidth + x, 255, r, g, b);
}
for (int y = rect.top; y < rect.bottom; y++) {
c->fb->writePixel(y * fbWidth + rect.left, 255, r, g, b);
c->fb->writePixel(y * fbWidth + rect.right - 1, 255, r, g, b);
}
}
struct DirtyRectangle {
Common::Rect rectangle;
int r, g, b;
DirtyRectangle() {
r = 0;
g = 0;
b = 0;
}
DirtyRectangle(Common::Rect rect, int red, int green, int blue) {
rectangle = rect;
r = red;
g = green;
b = blue;
}
};
void GLContext::disposeResources() {
// Dispose textures and resources.
bool allDisposed = true;
do {
allDisposed = true;
for (int i = 0; i < TEXTURE_HASH_TABLE_SIZE; i++) {
GLTexture *t = shared_state.texture_hash_table[i];
while (t) {
if (t->disposed) {
free_texture(t);
allDisposed = false;
break;
}
t = t->next;
}
}
} while (allDisposed == false);
Internal::tglCleanupImages();
}
void GLContext::disposeDrawCallLists() {
typedef Common::List<DrawCall *>::const_iterator DrawCallIterator;
for (DrawCallIterator it = _previousFrameDrawCallsQueue.begin(); it != _previousFrameDrawCallsQueue.end(); ++it) {
delete *it;
}
_previousFrameDrawCallsQueue.clear();
for (DrawCallIterator it = _drawCallsQueue.begin(); it != _drawCallsQueue.end(); ++it) {
delete *it;
}
_drawCallsQueue.clear();
}
static inline void _appendDirtyRectangle(const DrawCall &call, Common::List<DirtyRectangle> &rectangles, int r, int g, int b) {
Common::Rect dirty_region = call.getDirtyRegion();
if (rectangles.empty() || dirty_region != rectangles.back().rectangle)
rectangles.push_back(DirtyRectangle(dirty_region, r, g, b));
}
void GLContext::presentBufferDirtyRects(Common::List<Common::Rect> &dirtyAreas) {
typedef Common::List<DrawCall *>::const_iterator DrawCallIterator;
typedef Common::List<DirtyRectangle>::iterator RectangleIterator;
Common::List<DirtyRectangle> rectangles;
DrawCallIterator itFrame = _drawCallsQueue.begin();
DrawCallIterator endFrame = _drawCallsQueue.end();
DrawCallIterator itPrevFrame = _previousFrameDrawCallsQueue.begin();
DrawCallIterator endPrevFrame = _previousFrameDrawCallsQueue.end();
// Compare draw calls.
for ( ; itPrevFrame != endPrevFrame && itFrame != endFrame;
++itPrevFrame, ++itFrame) {
const DrawCall &currentCall = **itFrame;
const DrawCall &previousCall = **itPrevFrame;
if (previousCall != currentCall) {
_appendDirtyRectangle(previousCall, rectangles, 255, 255, 255);
_appendDirtyRectangle(currentCall, rectangles, 255, 0, 0);
}
}
for ( ; itPrevFrame != endPrevFrame; ++itPrevFrame) {
_appendDirtyRectangle(**itPrevFrame, rectangles, 255, 255, 255);
}
for ( ; itFrame != endFrame; ++itFrame) {
_appendDirtyRectangle(**itFrame, rectangles, 255, 0, 0);
}
// This loop increases outer rectangle coordinates to favor merging of adjacent rectangles.
for (RectangleIterator it = rectangles.begin(); it != rectangles.end(); ++it) {
(*it).rectangle.right++;
(*it).rectangle.bottom++;
}
// Merge coalesce dirty rects.
bool restartMerge;
do {
restartMerge = false;
for (RectangleIterator it1 = rectangles.begin(); it1 != rectangles.end(); ++it1) {
for (RectangleIterator it2 = rectangles.begin(); it2 != rectangles.end();) {
if (it1 != it2) {
if ((*it1).rectangle.intersects((*it2).rectangle)) {
(*it1).rectangle.extend((*it2).rectangle);
it2 = rectangles.erase(it2);
restartMerge = true;
} else {
++it2;
}
} else {
++it2;
}
}
}
} while(restartMerge);
for (RectangleIterator it1 = rectangles.begin(); it1 != rectangles.end(); ++it1) {
RectangleIterator it2 = it1;
it2++;
while (it2 != rectangles.end()) {
if ((*it1).rectangle.contains((*it2).rectangle)) {
it2 = rectangles.erase(it2);
} else {
++it2;
}
}
}
for (RectangleIterator it1 = rectangles.begin(); it1 != rectangles.end(); ++it1) {
(*it1).rectangle.clip(renderRect);
}
if (!rectangles.empty()) {
for (RectangleIterator itRect = rectangles.begin(); itRect != rectangles.end(); ++itRect) {
dirtyAreas.push_back((*itRect).rectangle);
}
// Execute draw calls.
for (DrawCallIterator it = _drawCallsQueue.begin(); it != _drawCallsQueue.end(); ++it) {
Common::Rect drawCallRegion = (*it)->getDirtyRegion();
for (RectangleIterator itRect = rectangles.begin(); itRect != rectangles.end(); ++itRect) {
Common::Rect dirtyRegion = (*itRect).rectangle;
if (dirtyRegion.intersects(drawCallRegion)) {
(*it)->execute(dirtyRegion, true);
}
}
}
if (_debugRectsEnabled) {
// Draw debug rectangles.
// Note: white rectangles are rectangle that contained other rectangles
// blue rectangles are rectangle merged from other rectangles
// red rectangles are original dirty rects
fb->enableBlending(false);
fb->enableAlphaTest(false);
for (RectangleIterator it = rectangles.begin(); it != rectangles.end(); ++it) {
debugDrawRectangle((*it).rectangle, (*it).r, (*it).g, (*it).b);
}
fb->enableBlending(blending_enabled);
fb->enableAlphaTest(alpha_test_enabled);
}
}
// Dispose not necessary draw calls.
for (DrawCallIterator it = _previousFrameDrawCallsQueue.begin(); it != _previousFrameDrawCallsQueue.end(); ++it) {
delete *it;
}
_previousFrameDrawCallsQueue = _drawCallsQueue;
_drawCallsQueue.clear();
disposeResources();
_currentAllocatorIndex = (_currentAllocatorIndex + 1) & 0x1;
_drawCallAllocator[_currentAllocatorIndex].reset();
}
void GLContext::presentBufferSimple(Common::List<Common::Rect> &dirtyAreas) {
typedef Common::List<DrawCall *>::const_iterator DrawCallIterator;
dirtyAreas.push_back(Common::Rect(fb->getPixelBufferWidth(), fb->getPixelBufferHeight()));
for (DrawCallIterator it = _drawCallsQueue.begin(); it != _drawCallsQueue.end(); ++it) {
(*it)->execute(true);
delete *it;
}
_drawCallsQueue.clear();
disposeResources();
_drawCallAllocator[_currentAllocatorIndex].reset();
}
void presentBuffer(Common::List<Common::Rect> &dirtyAreas) {
GLContext *c = gl_get_context();
if (c->_enableDirtyRectangles) {
c->presentBufferDirtyRects(dirtyAreas);
} else {
c->presentBufferSimple(dirtyAreas);
}
}
void presentBuffer() {
Common::List<Common::Rect> dirtyAreas;
presentBuffer(dirtyAreas);
}
bool DrawCall::operator==(const DrawCall &other) const {
if (_type == other._type) {
switch (_type) {
case DrawCall_Rasterization:
return *(const RasterizationDrawCall *)this == (const RasterizationDrawCall &)other;
break;
case DrawCall_Blitting:
return *(const BlittingDrawCall *)this == (const BlittingDrawCall &)other;
break;
case DrawCall_Clear:
return *(const ClearBufferDrawCall *)this == (const ClearBufferDrawCall &)other;
break;
default:
return false;
}
} else {
return false;
}
}
RasterizationDrawCall::RasterizationDrawCall() : DrawCall(DrawCall_Rasterization) {
GLContext *c = gl_get_context();
_vertexCount = c->vertex_cnt;
_vertex = (GLVertex *) Internal::allocateFrame(_vertexCount * sizeof(GLVertex));
_drawTriangleFront = c->draw_triangle_front;
_drawTriangleBack = c->draw_triangle_back;
memcpy(_vertex, c->vertex, sizeof(GLVertex) * _vertexCount);
_state = captureState();
if (c->_enableDirtyRectangles) {
computeDirtyRegion();
}
}
void RasterizationDrawCall::computeDirtyRegion() {
int clip_code = 0xf;
for (int i = 0; i < _vertexCount; i++) {
clip_code &= _vertex[i].clip_code;
}
if (!clip_code) {
GLContext *c = gl_get_context();
int xmax = c->fb->getPixelBufferWidth() - 1;
int ymax = c->fb->getPixelBufferHeight() - 1;
int left = xmax, right = 0, top = ymax, bottom = 0;
for (int i = 0; i < _vertexCount; i++) {
GLVertex *v = &_vertex[i];
if (v->clip_code)
c->gl_transform_to_viewport(v);
left = MIN(left, v->clip_code & 0x1 ? 0 : v->zp.x);
right = MAX(right, v->clip_code & 0x2 ? xmax : v->zp.x);
bottom = MAX(bottom, v->clip_code & 0x4 ? ymax : v->zp.y);
top = MIN(top, v->clip_code & 0x8 ? 0 : v->zp.y);
}
// Note: clipping outside of Rect is required despite above clip_code checks,
// as vertices far on the Z axis will overflow X and/or Y coordinates.
// This happens in EMI intro, for example.
_dirtyRegion = Common::Rect(
MAX(0, left),
MAX(0, top),
MIN(right, xmax) + 1,
MIN(bottom, ymax) + 1
);
}
}
void RasterizationDrawCall::execute(bool restoreState) const {
GLContext *c = gl_get_context();
RasterizationDrawCall::RasterizationState backupState;
if (restoreState) {
backupState = captureState();
}
applyState(_state);
GLVertex *prevVertex = c->vertex;
int prevVertexCount = c->vertex_cnt;
c->vertex = _vertex;
c->vertex_cnt = _vertexCount;
c->draw_triangle_front = (gl_draw_triangle_func)_drawTriangleFront;
c->draw_triangle_back = (gl_draw_triangle_func)_drawTriangleBack;
int n = c->vertex_n;
int cnt = c->vertex_cnt;
switch (c->begin_type) {
case TGL_POINTS:
for(int i = 0; i < cnt; i++) {
c->gl_draw_point(&c->vertex[i]);
}
break;
case TGL_LINES:
for(int i = 0; i < cnt / 2; i++) {
c->gl_draw_line(&c->vertex[i * 2], &c->vertex[i * 2 + 1]);
}
break;
case TGL_LINE_LOOP:
c->gl_draw_line(&c->vertex[cnt - 1], &c->vertex[0]);
// Fall through...
case TGL_LINE_STRIP:
for(int i = 0; i < cnt - 1; i++) {
c->gl_draw_line(&c->vertex[i], &c->vertex[i + 1]);
}
break;
case TGL_TRIANGLES:
for(int i = 0; i < cnt; i += 3) {
c->gl_draw_triangle(&c->vertex[i], &c->vertex[i + 1], &c->vertex[i + 2]);
}
break;
case TGL_TRIANGLE_STRIP:
while (cnt >= 3) {
// needed to respect triangle orientation
switch (cnt & 1) {
case 0:
c->gl_draw_triangle(&c->vertex[2], &c->vertex[1], &c->vertex[0]);
break;
case 1:
c->gl_draw_triangle(&c->vertex[0], &c->vertex[1], &c->vertex[2]);
break;
}
cnt--;
c->vertex++;
}
break;
case TGL_TRIANGLE_FAN:
for(int i = 1; i < cnt; i += 2) {
c->gl_draw_triangle(&c->vertex[0], &c->vertex[i], &c->vertex[i + 1]);
}
break;
case TGL_QUADS:
for(int i = 0; i < cnt; i += 4) {
c->vertex[i + 2].edge_flag = 0;
c->gl_draw_triangle(&c->vertex[i], &c->vertex[i + 1], &c->vertex[i + 2]);
c->vertex[i + 2].edge_flag = 1;
c->vertex[i + 0].edge_flag = 0;
c->gl_draw_triangle(&c->vertex[i], &c->vertex[i + 2], &c->vertex[i + 3]);
}
break;
case TGL_QUAD_STRIP:
for( ; n >= 4; n -= 2) {
c->gl_draw_triangle(&c->vertex[0], &c->vertex[1], &c->vertex[2]);
c->gl_draw_triangle(&c->vertex[1], &c->vertex[3], &c->vertex[2]);
for (int i = 0; i < 2; i++) {
c->vertex[i] = c->vertex[i + 2];
}
}
break;
case TGL_POLYGON: {
for (int i = c->vertex_cnt; i >= 3; i--) {
c->gl_draw_triangle(&c->vertex[i - 1], &c->vertex[0], &c->vertex[i - 2]);
}
break;
}
default:
error("glBegin: type %x not handled", c->begin_type);
}
c->vertex = prevVertex;
c->vertex_cnt = prevVertexCount;
if (restoreState) {
applyState(backupState);
}
}
RasterizationDrawCall::RasterizationState RasterizationDrawCall::captureState() const {
RasterizationState state;
GLContext *c = gl_get_context();
state.enableBlending = c->blending_enabled;
state.sfactor = c->source_blending_factor;
state.dfactor = c->destination_blending_factor;
state.alphaTestEnabled = c->alpha_test_enabled;
state.alphaFunc = c->alpha_test_func;
state.alphaRefValue = c->alpha_test_ref_val;
state.depthTestEnabled = c->depth_test_enabled;
state.depthFunction = c->depth_func;
state.depthWriteMask = c->depth_write_mask;
state.stencilTestEnabled = c->stencil_test_enabled;
state.stencilTestFunc = c->stencil_test_func;
state.stencilValue = c->stencil_ref_val;
state.stencilMask = c->stencil_mask;
state.stencilWriteMask = c->stencil_write_mask;
state.stencilSfail = c->stencil_sfail;
state.stencilDpfail = c->stencil_dpfail;
state.stencilDppass = c->stencil_dppass;
state.offsetStates = c->offset_states;
state.offsetFactor = c->offset_factor;
state.offsetUnits = c->offset_units;
state.cullFaceEnabled = c->cull_face_enabled;
state.beginType = c->begin_type;
state.colorMaskRed = c->color_mask_red;
state.colorMaskGreen = c->color_mask_green;
state.colorMaskBlue = c->color_mask_blue;
state.colorMaskAlpha = c->color_mask_alpha;
state.currentFrontFace = c->current_front_face;
state.currentShadeModel = c->current_shade_model;
state.polygonModeBack = c->polygon_mode_back;
state.polygonModeFront = c->polygon_mode_front;
state.texture2DEnabled = c->texture_2d_enabled;
state.texture = c->current_texture;
state.wrapS = c->texture_wrap_s;
state.wrapT = c->texture_wrap_t;
state.lightingEnabled = c->lighting_enabled;
if (c->current_texture != nullptr)
state.textureVersion = c->current_texture->versionNumber;
else
state.textureVersion = 0;
memcpy(state.viewportScaling, c->viewport.scale._v, sizeof(c->viewport.scale._v));
memcpy(state.viewportTranslation, c->viewport.trans._v, sizeof(c->viewport.trans._v));
return state;
}
void RasterizationDrawCall::applyState(const RasterizationDrawCall::RasterizationState &state) const {
GLContext *c = gl_get_context();
c->fb->enableBlending(state.enableBlending);
c->fb->setBlendingFactors(state.sfactor, state.dfactor);
c->fb->enableAlphaTest(state.alphaTestEnabled);
c->fb->setAlphaTestFunc(state.alphaFunc, state.alphaRefValue);
c->fb->setDepthFunc(state.depthFunction);
c->fb->enableDepthWrite(state.depthWriteMask);
c->fb->enableDepthTest(state.depthTestEnabled);
c->fb->enableStencilTest(state.stencilTestEnabled);
c->fb->setStencilWriteMask(state.stencilWriteMask);
c->fb->setStencilTestFunc(state.stencilTestFunc, state.stencilValue, state.stencilMask);
c->fb->setStencilOp(state.stencilSfail, state.stencilDpfail, state.stencilDppass);
c->fb->setOffsetStates(state.offsetStates);
c->fb->setOffsetFactor(state.offsetFactor);
c->fb->setOffsetUnits(state.offsetUnits);
c->blending_enabled = state.enableBlending;
c->source_blending_factor = state.sfactor;
c->destination_blending_factor = state.dfactor;
c->alpha_test_enabled = state.alphaTestEnabled;
c->alpha_test_func = state.alphaFunc;
c->alpha_test_ref_val = state.alphaRefValue;
c->depth_test_enabled = state.depthTestEnabled;
c->depth_func = state.depthFunction;
c->depth_write_mask = state.depthWriteMask;
c->stencil_test_enabled = state.stencilTestEnabled;
c->stencil_test_func = state.stencilTestFunc;
c->stencil_ref_val = state.stencilValue;
c->stencil_mask = state.stencilMask;
c->stencil_write_mask = state.stencilWriteMask;
c->stencil_sfail = state.stencilSfail;
c->stencil_dpfail = state.stencilDpfail;
c->stencil_dppass = state.stencilDppass;
c->offset_states = state.offsetStates;
c->offset_factor = state.offsetFactor;
c->offset_units = state.offsetUnits;
c->lighting_enabled = state.lightingEnabled;
c->cull_face_enabled = state.cullFaceEnabled;
c->begin_type = state.beginType;
c->color_mask_red = state.colorMaskRed;
c->color_mask_green = state.colorMaskGreen;
c->color_mask_blue = state.colorMaskBlue;
c->color_mask_alpha = state.colorMaskAlpha;
c->current_front_face = state.currentFrontFace;
c->current_shade_model = state.currentShadeModel;
c->polygon_mode_back = state.polygonModeBack;
c->polygon_mode_front = state.polygonModeFront;
c->texture_2d_enabled = state.texture2DEnabled;
c->current_texture = state.texture;
c->texture_wrap_s = state.wrapS;
c->texture_wrap_t = state.wrapT;
memcpy(c->viewport.scale._v, state.viewportScaling, sizeof(c->viewport.scale._v));
memcpy(c->viewport.trans._v, state.viewportTranslation, sizeof(c->viewport.trans._v));
}
void RasterizationDrawCall::execute(const Common::Rect &clippingRectangle, bool restoreState) const {
TinyGL::GLContext *c = gl_get_context();
c->fb->setScissorRectangle(clippingRectangle);
execute(restoreState);
c->fb->resetScissorRectangle();
}
bool RasterizationDrawCall::operator==(const RasterizationDrawCall &other) const {
if (_vertexCount == other._vertexCount &&
_drawTriangleFront == other._drawTriangleFront &&
_drawTriangleBack == other._drawTriangleBack &&
_state == other._state) {
for (int i = 0; i < _vertexCount; i++) {
if ((_vertex[i] != other._vertex[i])) {
return false;
}
}
return true;
}
return false;
}
BlittingDrawCall::BlittingDrawCall(BlitImage *image, const BlitTransform &transform, BlittingMode blittingMode) : DrawCall(DrawCall_Blitting), _transform(transform), _mode(blittingMode), _image(image) {
tglIncBlitImageRef(image);
_blitState = captureState();
_imageVersion = tglGetBlitImageVersion(image);
if (gl_get_context()->_enableDirtyRectangles) {
computeDirtyRegion();
}
}
BlittingDrawCall::~BlittingDrawCall() {
tglDeleteBlitImage(_image);
}
void BlittingDrawCall::execute(bool restoreState) const {
BlittingState backupState;
if (restoreState) {
backupState = captureState();
}
applyState(_blitState);
switch (_mode) {
case BlittingDrawCall::BlitMode_Regular:
Internal::tglBlit(_image, _transform);
break;
case BlittingDrawCall::BlitMode_NoBlend:
Internal::tglBlitNoBlend(_image, _transform);
break;
case BlittingDrawCall::BlitMode_Fast:
Internal::tglBlitFast(_image, _transform._destinationRectangle.left, _transform._destinationRectangle.top);
break;
case BlittingDrawCall::BlitMode_ZBuffer:
Internal::tglBlitZBuffer(_image, _transform._destinationRectangle.left, _transform._destinationRectangle.top);
break;
default:
break;
}
if (restoreState) {
applyState(backupState);
}
}
void BlittingDrawCall::execute(const Common::Rect &clippingRectangle, bool restoreState) const {
Internal::tglBlitSetScissorRect(clippingRectangle);
execute(restoreState);
Internal::tglBlitResetScissorRect();
}
BlittingDrawCall::BlittingState BlittingDrawCall::captureState() const {
BlittingState state;
TinyGL::GLContext *c = gl_get_context();
state.enableBlending = c->blending_enabled;
state.sfactor = c->source_blending_factor;
state.dfactor = c->destination_blending_factor;
state.alphaTest = c->alpha_test_enabled;
state.alphaFunc = c->alpha_test_func;
state.alphaRefValue = c->alpha_test_ref_val;
state.depthTestEnabled = c->depth_test_enabled;
return state;
}
void BlittingDrawCall::applyState(const BlittingState &state) const {
TinyGL::GLContext *c = gl_get_context();
c->fb->enableBlending(state.enableBlending);
c->fb->setBlendingFactors(state.sfactor, state.dfactor);
c->fb->enableAlphaTest(state.alphaTest);
c->fb->setAlphaTestFunc(state.alphaFunc, state.alphaRefValue);
c->fb->enableDepthTest(state.depthTestEnabled);
c->blending_enabled = state.enableBlending;
c->source_blending_factor = state.sfactor;
c->destination_blending_factor = state.dfactor;
c->alpha_test_enabled = state.alphaTest;
c->alpha_test_func = state.alphaFunc;
c->alpha_test_ref_val = state.alphaRefValue;
c->depth_test_enabled = state.depthTestEnabled;
}
void BlittingDrawCall::computeDirtyRegion() {
int blitWidth = _transform._destinationRectangle.width();
int blitHeight = _transform._destinationRectangle.height();
if (blitWidth == 0) {
if (_transform._sourceRectangle.width() != 0) {
blitWidth = _transform._sourceRectangle.width();
} else {
tglGetBlitImageSize(_image, blitWidth, blitHeight);
}
}
if (blitHeight == 0) {
if (_transform._sourceRectangle.height() != 0) {
blitHeight = _transform._sourceRectangle.height();
} else {
tglGetBlitImageSize(_image, blitWidth, blitHeight);
}
}
if (blitWidth == 0 || blitHeight == 0) {
_dirtyRegion = Common::Rect();
} else {
_dirtyRegion = Common::Rect(
_transform._destinationRectangle.left,
_transform._destinationRectangle.top,
_transform._destinationRectangle.left + blitWidth + 1,
_transform._destinationRectangle.top + blitHeight + 1
);
_dirtyRegion.clip(gl_get_context()->renderRect);
}
}
bool BlittingDrawCall::operator==(const BlittingDrawCall &other) const {
return
_mode == other._mode &&
_image == other._image &&
_transform == other._transform &&
_blitState == other._blitState &&
_imageVersion == tglGetBlitImageVersion(other._image);
}
ClearBufferDrawCall::ClearBufferDrawCall(bool clearZBuffer, int zValue,
bool clearColorBuffer, int rValue, int gValue, int bValue,
bool clearStencilBuffer, int stencilValue)
: _clearZBuffer(clearZBuffer), _clearColorBuffer(clearColorBuffer), _zValue(zValue),
_rValue(rValue), _gValue(gValue), _bValue(bValue), _clearStencilBuffer(clearStencilBuffer),
_stencilValue(stencilValue), DrawCall(DrawCall_Clear) {
TinyGL::GLContext *c = gl_get_context();
if (c->_enableDirtyRectangles) {
_dirtyRegion = c->renderRect;
}
}
void ClearBufferDrawCall::execute(bool restoreState) const {
TinyGL::GLContext *c = gl_get_context();
c->fb->clear(_clearZBuffer, _zValue, _clearColorBuffer, _rValue, _gValue, _bValue, _clearStencilBuffer, _stencilValue);
}
void ClearBufferDrawCall::execute(const Common::Rect &clippingRectangle, bool restoreState) const {
TinyGL::GLContext *c = gl_get_context();
Common::Rect clearRect = clippingRectangle.findIntersectingRect(getDirtyRegion());
c->fb->clearRegion(clearRect.left, clearRect.top, clearRect.width(), clearRect.height(),
_clearZBuffer, _zValue, _clearColorBuffer, _rValue, _gValue, _bValue,
_clearStencilBuffer, _stencilValue);
}
bool ClearBufferDrawCall::operator==(const ClearBufferDrawCall &other) const {
return
_clearZBuffer == other._clearZBuffer &&
_clearColorBuffer == other._clearColorBuffer &&
_clearStencilBuffer == other._clearStencilBuffer &&
_rValue == other._rValue &&
_gValue == other._gValue &&
_bValue == other._bValue &&
_zValue == other._zValue &&
_stencilValue == other._stencilValue;
}
bool RasterizationDrawCall::RasterizationState::operator==(const RasterizationState &other) const {
return
enableBlending == other.enableBlending &&
sfactor == other.sfactor &&
dfactor == other.dfactor &&
alphaTestEnabled == other.alphaTestEnabled &&
alphaFunc == other.alphaFunc &&
alphaRefValue == other.alphaRefValue &&
depthTestEnabled == other.depthTestEnabled &&
depthFunction == other.depthFunction &&
depthWriteMask == other.depthWriteMask &&
stencilTestEnabled == other.stencilTestEnabled &&
stencilTestFunc == other.stencilTestFunc &&
stencilValue == other.stencilValue &&
stencilMask == other.stencilMask &&
stencilWriteMask == other.stencilWriteMask &&
stencilSfail == other.stencilSfail &&
stencilDpfail == other.stencilDpfail &&
stencilDppass == other.stencilDppass &&
offsetStates == other.offsetStates &&
offsetFactor == other.offsetFactor &&
offsetUnits == other.offsetUnits &&
lightingEnabled == other.lightingEnabled &&
cullFaceEnabled == other.cullFaceEnabled &&
beginType == other.beginType &&
colorMaskRed == other.colorMaskRed &&
colorMaskGreen == other.colorMaskGreen &&
colorMaskBlue == other.colorMaskBlue &&
colorMaskAlpha == other.colorMaskAlpha &&
currentFrontFace == other.currentFrontFace &&
currentShadeModel == other.currentShadeModel &&
polygonModeBack == other.polygonModeBack &&
polygonModeFront == other.polygonModeFront &&
texture2DEnabled == other.texture2DEnabled &&
texture == other.texture &&
textureVersion == texture->versionNumber &&
viewportTranslation[0] == other.viewportTranslation[0] &&
viewportTranslation[1] == other.viewportTranslation[1] &&
viewportTranslation[2] == other.viewportTranslation[2] &&
viewportScaling[0] == other.viewportScaling[0] &&
viewportScaling[1] == other.viewportScaling[1] &&
viewportScaling[2] == other.viewportScaling[2];
}
void *Internal::allocateFrame(int size) {
GLContext *c = gl_get_context();
return c->_drawCallAllocator[c->_currentAllocatorIndex].allocate(size);
}
} // end of namespace TinyGL