GLES: Avoid duplicate state resets.

Between render passes, we don't need to re-disable stencil test each time.
Only when it changes.  This makes render logs clearer.
This commit is contained in:
Unknown W. Brackets 2020-05-24 19:39:14 -07:00
parent 8fa84fd717
commit 00656a2d8d
2 changed files with 57 additions and 34 deletions

View file

@ -582,12 +582,26 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCal
return;
}
size_t totalRenderCount = 0;
for (auto &step : steps) {
if (step->stepType == GLRStepType::RENDER) {
// Skip empty render steps.
if (step->commands.empty()) {
step->stepType = GLRStepType::RENDER_SKIP;
continue;
}
totalRenderCount++;
}
}
CHECK_GL_ERROR_IF_DEBUG();
size_t renderCount = 0;
for (size_t i = 0; i < steps.size(); i++) {
const GLRStep &step = *steps[i];
switch (step.stepType) {
case GLRStepType::RENDER:
PerformRenderPass(step);
renderCount++;
PerformRenderPass(step, renderCount == 1, renderCount == totalRenderCount);
break;
case GLRStepType::COPY:
PerformCopy(step);
@ -601,6 +615,8 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCal
case GLRStepType::READBACK_IMAGE:
PerformReadbackImage(step);
break;
case GLRStepType::RENDER_SKIP:
break;
default:
Crash();
break;
@ -644,27 +660,24 @@ void GLQueueRunner::PerformBlit(const GLRStep &step) {
}
}
void GLQueueRunner::PerformRenderPass(const GLRStep &step) {
void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last) {
CHECK_GL_ERROR_IF_DEBUG();
// Don't execute empty renderpasses.
if (step.commands.empty()) {
// Nothing to do.
return;
}
PerformBindFramebufferAsRenderTarget(step);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DITHER);
glEnable(GL_SCISSOR_TEST);
if (first) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DITHER);
glEnable(GL_SCISSOR_TEST);
#ifndef USING_GLES2
if (!gl_extensions.IsGLES) {
glDisable(GL_COLOR_LOGIC_OP);
}
if (!gl_extensions.IsGLES) {
glDisable(GL_COLOR_LOGIC_OP);
}
#endif
}
/*
#ifndef USING_GLES2
@ -678,21 +691,22 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step) {
#endif
*/
if (gl_extensions.ARB_vertex_array_object) {
if (first && gl_extensions.ARB_vertex_array_object) {
glBindVertexArray(globalVAO_);
}
GLRProgram *curProgram = nullptr;
int activeSlot = 0;
glActiveTexture(GL_TEXTURE0 + activeSlot);
if (first)
glActiveTexture(GL_TEXTURE0 + activeSlot);
// State filtering tracking.
int attrMask = 0;
int colorMask = -1;
int depthMask = -1;
int depthFunc = -1;
GLuint curArrayBuffer = (GLuint)-1;
GLuint curElemArrayBuffer = (GLuint)-1;
GLuint curArrayBuffer = (GLuint)0;
GLuint curElemArrayBuffer = (GLuint)0;
bool depthEnabled = false;
bool stencilEnabled = false;
bool blendEnabled = false;
@ -929,9 +943,9 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step) {
case GLRRenderCommand::UNIFORMMATRIX:
{
assert(curProgram);
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
if (c.uniform4.name) {
loc = curProgram->GetUniformLoc(c.uniform4.name);
int loc = c.uniformMatrix4.loc ? *c.uniformMatrix4.loc : -1;
if (c.uniformMatrix4.name) {
loc = curProgram->GetUniformLoc(c.uniformMatrix4.name);
}
if (loc >= 0) {
glUniformMatrix4fv(loc, 1, false, c.uniformMatrix4.m);
@ -1179,22 +1193,30 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step) {
CHECK_GL_ERROR_IF_DEBUG();
// Wipe out the current state.
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (gl_extensions.ARB_vertex_array_object) {
if (curArrayBuffer != 0)
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (curElemArrayBuffer != 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (last && gl_extensions.ARB_vertex_array_object) {
glBindVertexArray(0);
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
if (last)
glDisable(GL_SCISSOR_TEST);
if (depthEnabled)
glDisable(GL_DEPTH_TEST);
if (stencilEnabled)
glDisable(GL_STENCIL_TEST);
if (blendEnabled)
glDisable(GL_BLEND);
if (cullEnabled)
glDisable(GL_CULL_FACE);
#ifndef USING_GLES2
if (!gl_extensions.IsGLES) {
if (!gl_extensions.IsGLES && logicEnabled) {
glDisable(GL_COLOR_LOGIC_OP);
}
#endif
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if ((colorMask & 15) != 15)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
CHECK_GL_ERROR_IF_DEBUG();
}

View file

@ -276,6 +276,7 @@ enum class GLRStepType : uint8_t {
BLIT,
READBACK,
READBACK_IMAGE,
RENDER_SKIP,
};
enum class GLRRenderPassAction {
@ -372,7 +373,7 @@ private:
void InitCreateFramebuffer(const GLRInitStep &step);
void PerformBindFramebufferAsRenderTarget(const GLRStep &pass);
void PerformRenderPass(const GLRStep &pass);
void PerformRenderPass(const GLRStep &pass, bool first, bool last);
void PerformCopy(const GLRStep &pass);
void PerformBlit(const GLRStep &pass);
void PerformReadback(const GLRStep &pass);