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glgsg: fix identical states never short-circuiting set_state_and_transform
Closes #1012
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71f4802630
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@ -2616,6 +2616,7 @@ reset() {
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_state_rs = RenderState::make_empty();
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_target_rs = nullptr;
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_state_mask.clear();
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_inv_state_mask = RenderState::SlotMask::all_on();
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_internal_transform = _cs_transform;
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_scene_null = new SceneSetup;
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_scene_setup = _scene_null;
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@ -3223,11 +3223,14 @@ set_state_and_transform(const RenderState *target,
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_state_mask.set_bit(color_blend_slot);
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}
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if (_target_shader != _state_shader) {
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int shader_slot = ShaderAttrib::get_class_slot();
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if (_target_shader != _state_shader ||
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!_state_mask.get_bit(shader_slot)) {
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// PStatTimer timer(_draw_set_state_shader_pcollector);
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do_issue_shader();
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_state_shader = _target_shader;
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_state_mask.clear_bit(TextureAttrib::get_class_slot());
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_state_mask.set_bit(shader_slot);
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}
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int texture_slot = TextureAttrib::get_class_slot();
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@ -608,10 +608,10 @@ reset() {
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GraphicsStateGuardian::reset();
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// Build _inv_state_mask as a mask of 1's where we don't care, and 0's where
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// we do care, about the state. _inv_state_mask =
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// RenderState::SlotMask::all_on();
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// we do care, about the state.
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#ifndef OPENGLES_1
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_inv_state_mask.clear_bit(ShaderAttrib::get_class_slot());
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_inv_state_mask.clear_bit(AlphaTestAttrib::get_class_slot());
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#endif
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_inv_state_mask.clear_bit(AntialiasAttrib::get_class_slot());
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_inv_state_mask.clear_bit(ClipPlaneAttrib::get_class_slot());
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_inv_state_mask.clear_bit(ColorAttrib::get_class_slot());
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@ -621,21 +621,30 @@ reset() {
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_inv_state_mask.clear_bit(DepthTestAttrib::get_class_slot());
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_inv_state_mask.clear_bit(DepthWriteAttrib::get_class_slot());
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_inv_state_mask.clear_bit(RenderModeAttrib::get_class_slot());
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_inv_state_mask.clear_bit(RescaleNormalAttrib::get_class_slot());
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_inv_state_mask.clear_bit(ShadeModelAttrib::get_class_slot());
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_inv_state_mask.clear_bit(TransparencyAttrib::get_class_slot());
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_inv_state_mask.clear_bit(ColorWriteAttrib::get_class_slot());
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_inv_state_mask.clear_bit(ColorBlendAttrib::get_class_slot());
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#if !defined(OPENGLES) || defined(OPENGLES_1)
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_inv_state_mask.clear_bit(LogicOpAttrib::get_class_slot());
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#endif
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_inv_state_mask.clear_bit(TextureAttrib::get_class_slot());
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_inv_state_mask.clear_bit(TexGenAttrib::get_class_slot());
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_inv_state_mask.clear_bit(TexMatrixAttrib::get_class_slot());
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_inv_state_mask.clear_bit(MaterialAttrib::get_class_slot());
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_inv_state_mask.clear_bit(LightAttrib::get_class_slot());
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_inv_state_mask.clear_bit(StencilAttrib::get_class_slot());
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_inv_state_mask.clear_bit(FogAttrib::get_class_slot());
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_inv_state_mask.clear_bit(ScissorAttrib::get_class_slot());
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// We only care about this state if we are using the fixed-function pipeline.
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#ifdef SUPPORT_FIXED_FUNCTION
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if (has_fixed_function_pipeline()) {
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_inv_state_mask.clear_bit(AlphaTestAttrib::get_class_slot());
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_inv_state_mask.clear_bit(RescaleNormalAttrib::get_class_slot());
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_inv_state_mask.clear_bit(ShadeModelAttrib::get_class_slot());
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_inv_state_mask.clear_bit(TexGenAttrib::get_class_slot());
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_inv_state_mask.clear_bit(MaterialAttrib::get_class_slot());
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_inv_state_mask.clear_bit(LightAttrib::get_class_slot());
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_inv_state_mask.clear_bit(FogAttrib::get_class_slot());
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}
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#endif
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// Output the vendor and version strings.
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query_gl_version();
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@ -11392,17 +11401,27 @@ set_state_and_transform(const RenderState *target,
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_state_pcollector.add_level(1);
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PStatGPUTimer timer1(this, _draw_set_state_pcollector);
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if (transform != _internal_transform) {
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bool transform_changed = transform != _internal_transform;
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if (transform_changed) {
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// PStatGPUTimer timer(this, _draw_set_state_transform_pcollector);
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_transform_state_pcollector.add_level(1);
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_internal_transform = transform;
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do_issue_transform();
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}
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//XXX the _inv_state_mask system does not appear to be used at the moment.
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//if (target == _state_rs && (_state_mask | _inv_state_mask).is_all_on()) {
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// return;
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//}
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if (target == _state_rs && (_state_mask | _inv_state_mask).is_all_on()) {
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#ifndef OPENGLES_1
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if (transform_changed) {
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// The state has not changed, but the transform has. Set the new
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// transform on the shader, if we have one.
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if (_current_shader_context != nullptr) {
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_current_shader_context->set_state_and_transform(_state_rs, transform,
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_scene_setup->get_camera_transform(), _projection_mat);
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}
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}
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#endif
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return;
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}
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_target_rs = target;
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#ifndef OPENGLES_1
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@ -11413,10 +11432,12 @@ set_state_and_transform(const RenderState *target,
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do_issue_shader();
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_state_shader = _target_shader;
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_state_mask.clear_bit(TextureAttrib::get_class_slot());
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_state_mask.set_bit(ShaderAttrib::get_class_slot());
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}
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else if (!has_fixed_function_pipeline() && _current_shader == nullptr) { // In the case of OpenGL ES 2.x, we need to glUseShader before we draw anything.
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do_issue_shader();
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_state_mask.clear_bit(TextureAttrib::get_class_slot());
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_state_mask.set_bit(ShaderAttrib::get_class_slot());
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}
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// Update all of the state that is bound to the shader program.
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