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blender-archive/source/blender/gpu/intern/gpu_state.cc

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/*
* 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 2
* 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, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup gpu
*/
#ifndef GPU_STANDALONE
# include "DNA_userdef_types.h"
# define PIXELSIZE (U.pixelsize)
#else
# define PIXELSIZE (1.0f)
#endif
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_state.h"
#include "gpu_state_private.hh"
/* TODO remove */
#include "gl_state.hh"
using namespace blender::gpu;
void GPU_blend(eGPUBlend blend)
{
GLStateStack::set_blend(blend);
}
void GPU_face_culling(eGPUFaceCullTest culling)
{
if (culling == GPU_CULL_NONE) {
glDisable(GL_CULL_FACE);
}
else {
glEnable(GL_CULL_FACE);
glCullFace((culling == GPU_CULL_FRONT) ? GL_FRONT : GL_BACK);
}
}
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void GPU_front_facing(bool invert)
{
glFrontFace((invert) ? GL_CW : GL_CCW);
}
void GPU_provoking_vertex(eGPUProvokingVertex vert)
{
glProvokingVertex((vert == GPU_VERTEX_FIRST) ? GL_FIRST_VERTEX_CONVENTION :
GL_LAST_VERTEX_CONVENTION);
}
void GPU_depth_range(float near, float far)
{
/* glDepthRangef is only for OpenGL 4.1 or higher */
glDepthRange(near, far);
}
void GPU_depth_test(bool enable)
{
if (enable) {
glEnable(GL_DEPTH_TEST);
}
else {
glDisable(GL_DEPTH_TEST);
}
}
bool GPU_depth_test_enabled()
{
return glIsEnabled(GL_DEPTH_TEST);
}
void GPU_line_smooth(bool enable)
{
if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
glEnable(GL_LINE_SMOOTH);
}
else {
glDisable(GL_LINE_SMOOTH);
}
}
void GPU_line_width(float width)
{
float max_size = GPU_max_line_width();
float final_size = width * PIXELSIZE;
/* Fix opengl errors on certain platform / drivers. */
CLAMP(final_size, 1.0f, max_size);
glLineWidth(final_size);
}
void GPU_point_size(float size)
{
glPointSize(size * PIXELSIZE);
}
void GPU_polygon_smooth(bool enable)
{
if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
glEnable(GL_POLYGON_SMOOTH);
}
else {
glDisable(GL_POLYGON_SMOOTH);
}
}
/* Programmable point size
* - shaders set their own point size when enabled
* - use glPointSize when disabled */
void GPU_program_point_size(bool enable)
{
if (enable) {
glEnable(GL_PROGRAM_POINT_SIZE);
}
else {
glDisable(GL_PROGRAM_POINT_SIZE);
}
}
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void GPU_scissor_test(bool enable)
{
if (enable) {
glEnable(GL_SCISSOR_TEST);
}
else {
glDisable(GL_SCISSOR_TEST);
}
}
void GPU_scissor(int x, int y, int width, int height)
{
glScissor(x, y, width, height);
}
void GPU_viewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
}
void GPU_scissor_get(int coords[4])
{
glGetIntegerv(GL_SCISSOR_BOX, coords);
}
void GPU_viewport_size_get_f(float coords[4])
{
glGetFloatv(GL_VIEWPORT, coords);
}
void GPU_viewport_size_get_i(int coords[4])
{
glGetIntegerv(GL_VIEWPORT, coords);
}
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void GPU_flush(void)
{
glFlush();
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}
void GPU_finish(void)
{
glFinish();
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}
void GPU_unpack_row_length_set(uint len)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, len);
}
void GPU_logic_op_xor_set(bool enable)
{
if (enable) {
glLogicOp(GL_XOR);
glEnable(GL_COLOR_LOGIC_OP);
}
else {
glDisable(GL_COLOR_LOGIC_OP);
}
}
void GPU_color_mask(bool r, bool g, bool b, bool a)
{
glColorMask(r, g, b, a);
}
void GPU_depth_mask(bool depth)
{
glDepthMask(depth);
}
bool GPU_depth_mask_get(void)
{
GLint mask;
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask);
return mask == GL_TRUE;
}
void GPU_stencil_mask(uint stencil)
{
glStencilMask(stencil);
}
void GPU_clip_distances(int distances_new)
{
static int distances_enabled = 0;
for (int i = 0; i < distances_new; i++) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
for (int i = distances_new; i < distances_enabled; i++) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
distances_enabled = distances_new;
}
bool GPU_mipmap_enabled(void)
{
/* TODO(fclem) this used to be a userdef option. */
return true;
}
/* -------------------------------------------------------------------- */
/** \name Draw State (DRW_state)
* \{ */
void GPUStateStack::push_stack(void)
{
stack[stack_top + 1] = stack[stack_top];
stack_top++;
}
void GPUStateStack::pop_stack(void)
{
stack_top--;
}
void GPUStateStack::push_mutable_stack(void)
{
mutable_stack[mutable_stack_top + 1] = mutable_stack[mutable_stack_top];
mutable_stack_top++;
}
void GPUStateStack::pop_mutable_stack(void)
{
mutable_stack_top--;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPU Push/Pop State
* \{ */
#define STATE_STACK_DEPTH 16
typedef struct {
eGPUAttrMask mask;
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/* GL_BLEND_BIT */
uint is_blend : 1;
/* GL_DEPTH_BUFFER_BIT */
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uint is_depth_test : 1;
int depth_func;
double depth_clear_value;
bool depth_write_mask;
/* GL_SCISSOR_BIT */
int scissor_box[4];
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uint is_scissor_test : 1;
/* GL_VIEWPORT_BIT */
int viewport[4];
double near_far[2];
} GPUAttrValues;
typedef struct {
GPUAttrValues attr_stack[STATE_STACK_DEPTH];
uint top;
} GPUAttrStack;
static GPUAttrStack state = {
{},
0,
};
#define AttrStack state
#define Attr state.attr_stack[state.top]
/**
* Replacement for glPush/PopAttributes
*
* We don't need to cover all the options of legacy OpenGL
* but simply the ones used by Blender.
*/
void gpuPushAttr(eGPUAttrMask mask)
{
Attr.mask = mask;
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
}
if ((mask & GPU_SCISSOR_BIT) != 0) {
Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
}
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
}
if ((mask & GPU_BLEND_BIT) != 0) {
Attr.is_blend = glIsEnabled(GL_BLEND);
}
BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
AttrStack.top++;
}
static void restore_mask(GLenum cap, const bool value)
{
if (value) {
glEnable(cap);
}
else {
glDisable(cap);
}
}
void gpuPopAttr(void)
{
BLI_assert(AttrStack.top > 0);
AttrStack.top--;
GLint mask = Attr.mask;
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
glDepthFunc(Attr.depth_func);
glClearDepth(Attr.depth_clear_value);
glDepthMask(Attr.depth_write_mask);
}
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
glDepthRange(Attr.near_far[0], Attr.near_far[1]);
}
if ((mask & GPU_SCISSOR_BIT) != 0) {
restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
}
if ((mask & GPU_BLEND_BIT) != 0) {
restore_mask(GL_BLEND, Attr.is_blend);
}
}
#undef Attr
#undef AttrStack
/* Default OpenGL State
*
* This is called on startup, for opengl offscreen render.
* Generally we should always return to this state when
* temporarily modifying the state for drawing, though that are (undocumented)
* exceptions that we should try to get rid of. */
void GPU_state_init(void)
{
GPU_program_point_size(false);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DITHER);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0, 1.0);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
/* Is default but better be explicit. */
glEnable(GL_MULTISAMPLE);
/* This is a bit dangerous since addons could change this. */
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
/* TODO: Should become default. But needs at least GL 4.3 */
if (GLEW_ARB_ES3_compatibility) {
/* Takes predecence over GL_PRIMITIVE_RESTART */
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
}
/** \} */