Rename obscure names O->Old S->New

This commit is contained in:
ReinUsesLisp 2018-08-09 22:34:05 -03:00
parent 81f6120dfb
commit 7458b10fb4

View file

@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.Int } //?
};
private GalPipelineState O;
private GalPipelineState Old;
private OGLConstBuffer Buffer;
private OGLRasterizer Rasterizer;
@ -59,7 +59,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
this.Shader = Shader;
//These values match OpenGL's defaults
O = new GalPipelineState
Old = new GalPipelineState
{
FrontFace = GalFrontFace.CCW,
@ -102,177 +102,175 @@ namespace Ryujinx.Graphics.Gal.OpenGL
};
}
public void Bind(GalPipelineState S)
public void Bind(GalPipelineState New)
{
//O stands for Older, S for (current) State
BindConstBuffers(New);
BindConstBuffers(S);
BindVertexLayout(New);
BindVertexLayout(S);
if (S.FlipX != O.FlipX || S.FlipY != O.FlipY)
if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
{
Shader.SetFlip(S.FlipX, S.FlipY);
Shader.SetFlip(New.FlipX, New.FlipY);
}
//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
//if (S.FrontFace != O.FrontFace)
//if (New.FrontFace != O.FrontFace)
//{
// GL.FrontFace(OGLEnumConverter.GetFrontFace(S.FrontFace));
// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
//}
//if (S.CullFaceEnabled != O.CullFaceEnabled)
//if (New.CullFaceEnabled != O.CullFaceEnabled)
//{
// Enable(EnableCap.CullFace, S.CullFaceEnabled);
// Enable(EnableCap.CullFace, New.CullFaceEnabled);
//}
//if (S.CullFaceEnabled)
//if (New.CullFaceEnabled)
//{
// if (S.CullFace != O.CullFace)
// if (New.CullFace != O.CullFace)
// {
// GL.CullFace(OGLEnumConverter.GetCullFace(S.CullFace));
// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
// }
//}
if (S.DepthTestEnabled != O.DepthTestEnabled)
if (New.DepthTestEnabled != Old.DepthTestEnabled)
{
Enable(EnableCap.DepthTest, S.DepthTestEnabled);
Enable(EnableCap.DepthTest, New.DepthTestEnabled);
}
if (S.DepthTestEnabled)
if (New.DepthTestEnabled)
{
if (S.DepthFunc != O.DepthFunc)
if (New.DepthFunc != Old.DepthFunc)
{
GL.DepthFunc(OGLEnumConverter.GetDepthFunc(S.DepthFunc));
GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
}
}
if (S.StencilTestEnabled != O.StencilTestEnabled)
if (New.StencilTestEnabled != Old.StencilTestEnabled)
{
Enable(EnableCap.StencilTest, S.StencilTestEnabled);
Enable(EnableCap.StencilTest, New.StencilTestEnabled);
}
if (S.StencilTestEnabled)
if (New.StencilTestEnabled)
{
if (S.StencilBackFuncFunc != O.StencilBackFuncFunc ||
S.StencilBackFuncRef != O.StencilBackFuncRef ||
S.StencilBackFuncMask != O.StencilBackFuncMask)
if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
New.StencilBackFuncRef != Old.StencilBackFuncRef ||
New.StencilBackFuncMask != Old.StencilBackFuncMask)
{
GL.StencilFuncSeparate(
StencilFace.Back,
OGLEnumConverter.GetStencilFunc(S.StencilBackFuncFunc),
S.StencilBackFuncRef,
S.StencilBackFuncMask);
OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
New.StencilBackFuncRef,
New.StencilBackFuncMask);
}
if (S.StencilBackOpFail != O.StencilBackOpFail ||
S.StencilBackOpZFail != O.StencilBackOpZFail ||
S.StencilBackOpZPass != O.StencilBackOpZPass)
if (New.StencilBackOpFail != Old.StencilBackOpFail ||
New.StencilBackOpZFail != Old.StencilBackOpZFail ||
New.StencilBackOpZPass != Old.StencilBackOpZPass)
{
GL.StencilOpSeparate(
StencilFace.Back,
OGLEnumConverter.GetStencilOp(S.StencilBackOpFail),
OGLEnumConverter.GetStencilOp(S.StencilBackOpZFail),
OGLEnumConverter.GetStencilOp(S.StencilBackOpZPass));
OGLEnumConverter.GetStencilOp(New.StencilBackOpFail),
OGLEnumConverter.GetStencilOp(New.StencilBackOpZFail),
OGLEnumConverter.GetStencilOp(New.StencilBackOpZPass));
}
if (S.StencilBackMask != O.StencilBackMask)
if (New.StencilBackMask != Old.StencilBackMask)
{
GL.StencilMaskSeparate(StencilFace.Back, S.StencilBackMask);
GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
}
if (S.StencilFrontFuncFunc != O.StencilFrontFuncFunc ||
S.StencilFrontFuncRef != O.StencilFrontFuncRef ||
S.StencilFrontFuncMask != O.StencilFrontFuncMask)
if (New.StencilFrontFuncFunc != Old.StencilFrontFuncFunc ||
New.StencilFrontFuncRef != Old.StencilFrontFuncRef ||
New.StencilFrontFuncMask != Old.StencilFrontFuncMask)
{
GL.StencilFuncSeparate(
StencilFace.Front,
OGLEnumConverter.GetStencilFunc(S.StencilFrontFuncFunc),
S.StencilFrontFuncRef,
S.StencilFrontFuncMask);
OGLEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
New.StencilFrontFuncRef,
New.StencilFrontFuncMask);
}
if (S.StencilFrontOpFail != O.StencilFrontOpFail ||
S.StencilFrontOpZFail != O.StencilFrontOpZFail ||
S.StencilFrontOpZPass != O.StencilFrontOpZPass)
if (New.StencilFrontOpFail != Old.StencilFrontOpFail ||
New.StencilFrontOpZFail != Old.StencilFrontOpZFail ||
New.StencilFrontOpZPass != Old.StencilFrontOpZPass)
{
GL.StencilOpSeparate(
StencilFace.Front,
OGLEnumConverter.GetStencilOp(S.StencilFrontOpFail),
OGLEnumConverter.GetStencilOp(S.StencilFrontOpZFail),
OGLEnumConverter.GetStencilOp(S.StencilFrontOpZPass));
OGLEnumConverter.GetStencilOp(New.StencilFrontOpFail),
OGLEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
OGLEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
}
if (S.StencilFrontMask != O.StencilFrontMask)
if (New.StencilFrontMask != Old.StencilFrontMask)
{
GL.StencilMaskSeparate(StencilFace.Front, S.StencilFrontMask);
GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
}
}
if (S.BlendEnabled != O.BlendEnabled)
if (New.BlendEnabled != Old.BlendEnabled)
{
Enable(EnableCap.Blend, S.BlendEnabled);
Enable(EnableCap.Blend, New.BlendEnabled);
}
if (S.BlendEnabled)
if (New.BlendEnabled)
{
if (S.BlendSeparateAlpha)
if (New.BlendSeparateAlpha)
{
if (S.BlendEquationRgb != O.BlendEquationRgb ||
S.BlendEquationAlpha != O.BlendEquationAlpha)
if (New.BlendEquationRgb != Old.BlendEquationRgb ||
New.BlendEquationAlpha != Old.BlendEquationAlpha)
{
GL.BlendEquationSeparate(
OGLEnumConverter.GetBlendEquation(S.BlendEquationRgb),
OGLEnumConverter.GetBlendEquation(S.BlendEquationAlpha));
OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb),
OGLEnumConverter.GetBlendEquation(New.BlendEquationAlpha));
}
if (S.BlendFuncSrcRgb != O.BlendFuncSrcRgb ||
S.BlendFuncDstRgb != O.BlendFuncDstRgb ||
S.BlendFuncSrcAlpha != O.BlendFuncSrcAlpha ||
S.BlendFuncDstAlpha != O.BlendFuncDstAlpha)
if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
New.BlendFuncDstRgb != Old.BlendFuncDstRgb ||
New.BlendFuncSrcAlpha != Old.BlendFuncSrcAlpha ||
New.BlendFuncDstAlpha != Old.BlendFuncDstAlpha)
{
GL.BlendFuncSeparate(
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(S.BlendFuncSrcRgb),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(S.BlendFuncDstRgb),
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(S.BlendFuncSrcAlpha),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(S.BlendFuncDstAlpha));
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb),
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcAlpha),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstAlpha));
}
}
else
{
if (S.BlendEquationRgb != O.BlendEquationRgb)
if (New.BlendEquationRgb != Old.BlendEquationRgb)
{
GL.BlendEquation(OGLEnumConverter.GetBlendEquation(S.BlendEquationRgb));
GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb));
}
if (S.BlendFuncSrcRgb != O.BlendFuncSrcRgb ||
S.BlendFuncDstRgb != O.BlendFuncDstRgb)
if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
New.BlendFuncDstRgb != Old.BlendFuncDstRgb)
{
GL.BlendFunc(
OGLEnumConverter.GetBlendFactor(S.BlendFuncSrcRgb),
OGLEnumConverter.GetBlendFactor(S.BlendFuncDstRgb));
OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb));
}
}
}
if (S.PrimitiveRestartEnabled != O.PrimitiveRestartEnabled)
if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
{
Enable(EnableCap.PrimitiveRestart, S.PrimitiveRestartEnabled);
Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
}
if (S.PrimitiveRestartEnabled)
if (New.PrimitiveRestartEnabled)
{
if (S.PrimitiveRestartIndex != O.PrimitiveRestartIndex)
if (New.PrimitiveRestartIndex != Old.PrimitiveRestartIndex)
{
GL.PrimitiveRestartIndex(S.PrimitiveRestartIndex);
GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
}
}
O = S;
Old = New;
}
private void BindConstBuffers(GalPipelineState S)
private void BindConstBuffers(GalPipelineState New)
{
//Index 0 is reserved
int FreeBinding = 1;
@ -283,7 +281,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
{
long Key = S.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle))
{
@ -302,9 +300,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
BindIfNotNull(Shader.Current.Fragment);
}
private void BindVertexLayout(GalPipelineState S)
private void BindVertexLayout(GalPipelineState New)
{
foreach (GalVertexBinding Binding in S.VertexBindings)
foreach (GalVertexBinding Binding in New.VertexBindings)
{
if (!Binding.Enabled || !Rasterizer.TryGetVbo(Binding.VboKey, out int VboHandle))
{