165 lines
4.4 KiB
C++
165 lines
4.4 KiB
C++
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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*/
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_utildefines.h"
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#include "GPU_state.h"
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#include <cstring>
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namespace blender {
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namespace gpu {
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/* Ecapsulate all pipeline state that we need to track.
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* Try to keep small to reduce validation time. */
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union GPUState {
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struct {
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eGPUWriteMask write_mask : 13;
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eGPUBlend blend : 4;
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eGPUFaceCullTest culling_test : 2;
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eGPUDepthTest depth_test : 3;
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eGPUStencilTest stencil_test : 3;
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eGPUStencilOp stencil_op : 3;
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eGPUProvokingVertex provoking_vert : 1;
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/** Enable bits. */
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uint32_t logic_op_xor : 1;
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uint32_t invert_facing : 1;
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uint32_t shadow_bias : 1;
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/** Number of clip distances enabled. */
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/* TODO(fclem) This should be a shader property. */
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uint32_t clip_distances : 3;
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/* TODO(fclem) remove, old opengl features. */
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uint32_t polygon_smooth : 1;
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uint32_t line_smooth : 1;
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};
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/* Here to allow fast bitwise ops. */
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uint64_t data;
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};
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BLI_STATIC_ASSERT(sizeof(GPUState) == sizeof(uint64_t), "GPUState is too big.");
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inline bool operator==(const GPUState &a, const GPUState &b)
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{
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return a.data == b.data;
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}
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inline bool operator!=(const GPUState &a, const GPUState &b)
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{
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return !(a == b);
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}
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inline GPUState operator^(const GPUState &a, const GPUState &b)
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{
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GPUState r;
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r.data = a.data ^ b.data;
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return r;
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}
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/* Mutable state that does not require pipeline change. */
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union GPUStateMutable {
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struct {
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/** Offset + Extent of the drawable region inside the framebuffer. */
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int viewport_rect[4];
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/** Offset + Extent of the scissor region inside the framebuffer. */
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int scissor_rect[4];
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/** TODO remove */
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float depth_range[2];
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/** TODO remove, use explicit clear calls. */
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float clear_color[4];
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float clear_depth;
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/** Negative if using program point size. */
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/* TODO(fclem) should be passed as uniform to all shaders. */
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float point_size;
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/** Not supported on every platform. Prefer using wideline shader. */
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float line_width;
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/** Mutable stencil states. */
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uint8_t stencil_write_mask;
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uint8_t stencil_compare_mask;
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uint8_t stencil_reference;
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uint8_t _pad0;
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/* IMPORTANT: ensure x64 stuct alignment. */
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};
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/* Here to allow fast bitwise ops. */
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uint64_t data[9];
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};
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BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data),
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"GPUStateMutable is too big.");
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inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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return memcmp(&a, &b, sizeof(GPUStateMutable)) == 0;
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}
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inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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return !(a == b);
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}
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inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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GPUStateMutable r;
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for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
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r.data[i] = a.data[i] ^ b.data[i];
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}
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return r;
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}
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#define GPU_STATE_STACK_LEN 4
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class GPUStateStack {
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private:
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/** Stack of state for quick temporary modification of the state. */
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GPUState stack[GPU_STATE_STACK_LEN];
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GPUStateMutable mutable_stack[GPU_STATE_STACK_LEN];
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int stack_top = 0;
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int mutable_stack_top = 0;
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public:
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virtual void set_state(GPUState &state) = 0;
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virtual void set_mutable_state(GPUStateMutable &state) = 0;
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void push_stack(void);
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void pop_stack(void);
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void push_mutable_stack(void);
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void pop_mutable_stack(void);
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inline GPUState &stack_top_get(void);
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inline GPUStateMutable &mutable_stack_top_get(void);
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};
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inline GPUState &GPUStateStack::stack_top_get(void)
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{
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return stack[stack_top];
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}
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inline GPUStateMutable &GPUStateStack::mutable_stack_top_get(void)
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{
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return mutable_stack[mutable_stack_top];
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}
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} // namespace gpu
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} // namespace blender
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