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								/* SPDX-License-Identifier: GPL-2.0-or-later
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								 * Copyright 2020 Blender Foundation. */
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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 "MEM_guardedalloc.h"
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								#include "BLI_utildefines.h"
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								#include "gpu_state_private.hh"
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								#include "glew-mx.h"
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								namespace blender {
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								namespace gpu {
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								class GLFrameBuffer;
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								class GLTexture;
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								/**
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								 * State manager keeping track of the draw state and applying it before drawing.
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								 * Opengl Implementation.
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								 */
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								class GLStateManager : public StateManager {
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								 public:
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								  /** Another reference to the active frame-buffer. */
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								  GLFrameBuffer *active_fb = nullptr;
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								 private:
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								  /** Current state of the GL implementation. Avoids resetting the whole state for every change. */
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								  GPUState current_;
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								  GPUStateMutable current_mutable_;
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								  /** Limits. */
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								  float line_width_range_[2];
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								  /** Texture state:
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								   * We keep the full stack of textures and sampler bounds to use multi bind, and to be able to
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								   * edit and restore texture binds on the fly without querying the context.
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								   * Also this allows us to keep track of textures bounds to many texture units.
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								   * Keep the targets to know what target to set to 0 for unbinding (legacy).
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								   * Init first target to GL_TEXTURE_2D for texture_bind_temp to work.
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								   */
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								  GLuint targets_[64] = {GL_TEXTURE_2D};
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								  GLuint textures_[64] = {0};
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								  GLuint samplers_[64] = {0};
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								  uint64_t dirty_texture_binds_ = 0;
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								  GLuint images_[8] = {0};
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								  GLenum formats_[8] = {0};
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								  uint8_t dirty_image_binds_ = 0;
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								 public:
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								  GLStateManager();
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								  void apply_state() override;
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								  /**
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								   * Will set all the states regardless of the current ones.
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								   */
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								  void force_state() override;
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								  void issue_barrier(eGPUBarrier barrier_bits) override;
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								  void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override;
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								  /**
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								   * Bind the texture to slot 0 for editing purpose. Used by legacy pipeline.
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								   */
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								  void texture_bind_temp(GLTexture *tex);
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								  void texture_unbind(Texture *tex) override;
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								  void texture_unbind_all() override;
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								  void image_bind(Texture *tex, int unit) override;
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								  void image_unbind(Texture *tex) override;
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								  void image_unbind_all() override;
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								  void texture_unpack_row_length_set(uint len) override;
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								  uint64_t bound_texture_slots();
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								  uint8_t bound_image_slots();
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								 private:
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								  static void set_write_mask(eGPUWriteMask value);
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								  static void set_depth_test(eGPUDepthTest value);
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								  static void set_stencil_test(eGPUStencilTest test, eGPUStencilOp operation);
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								  static void set_stencil_mask(eGPUStencilTest test, const GPUStateMutable state);
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								  static void set_clip_distances(int new_dist_len, int old_dist_len);
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								  static void set_logic_op(bool enable);
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								  static void set_facing(bool invert);
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								  static void set_backface_culling(eGPUFaceCullTest test);
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								  static void set_provoking_vert(eGPUProvokingVertex vert);
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								  static void set_shadow_bias(bool enable);
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								  static void set_blend(eGPUBlend value);
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								  void set_state(const GPUState &state);
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								  void set_mutable_state(const GPUStateMutable &state);
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								  void texture_bind_apply();
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								  void image_bind_apply();
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								  MEM_CXX_CLASS_ALLOC_FUNCS("GLStateManager")
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								};
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								static inline GLbitfield to_gl(eGPUBarrier barrier_bits)
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								{
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								  GLbitfield barrier = 0;
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								  if (barrier_bits & GPU_BARRIER_SHADER_IMAGE_ACCESS) {
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								    barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
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								  }
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								  if (barrier_bits & GPU_BARRIER_SHADER_STORAGE) {
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								    barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
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								  }
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								  if (barrier_bits & GPU_BARRIER_TEXTURE_FETCH) {
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								    barrier |= GL_TEXTURE_FETCH_BARRIER_BIT;
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								  }
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								  if (barrier_bits & GPU_BARRIER_TEXTURE_UPDATE) {
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								    barrier |= GL_TEXTURE_UPDATE_BARRIER_BIT;
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								  }
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								  if (barrier_bits & GPU_BARRIER_COMMAND) {
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								    barrier |= GL_COMMAND_BARRIER_BIT;
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								  }
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								  if (barrier_bits & GPU_BARRIER_FRAMEBUFFER) {
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								    barrier |= GL_FRAMEBUFFER_BARRIER_BIT;
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								  }
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											2021-12-18 00:55:22 +01:00
										 
									 
								 
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								  if (barrier_bits & GPU_BARRIER_VERTEX_ATTRIB_ARRAY) {
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								    barrier |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
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								  }
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								  if (barrier_bits & GPU_BARRIER_ELEMENT_ARRAY) {
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								    barrier |= GL_ELEMENT_ARRAY_BARRIER_BIT;
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								  }
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											2020-09-12 06:10:11 +02:00
										 
									 
								 
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								  return barrier;
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								}
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											2020-08-16 14:01:07 +02:00
										 
									 
								 
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								}  // namespace gpu
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								}  // namespace blender
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