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										 |  |  | /*
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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. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Copyright 2020, Blender Foundation. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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							|  |  |  | /** \file
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							|  |  |  |  * \ingroup gpu | 
					
						
							|  |  |  |  */ | 
					
						
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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 { | 
					
						
							|  |  |  | namespace gpu { | 
					
						
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										 |  |  | /* Encapsulate all pipeline state that we need to track.
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										 |  |  |  * Try to keep small to reduce validation time. */ | 
					
						
							|  |  |  | union GPUState { | 
					
						
							|  |  |  |   struct { | 
					
						
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										 |  |  |     /** eGPUWriteMask */ | 
					
						
							|  |  |  |     uint32_t write_mask : 13; | 
					
						
							|  |  |  |     /** eGPUBlend */ | 
					
						
							|  |  |  |     uint32_t blend : 4; | 
					
						
							|  |  |  |     /** eGPUFaceCullTest */ | 
					
						
							|  |  |  |     uint32_t culling_test : 2; | 
					
						
							|  |  |  |     /** eGPUDepthTest */ | 
					
						
							|  |  |  |     uint32_t depth_test : 3; | 
					
						
							|  |  |  |     /** eGPUStencilTest */ | 
					
						
							|  |  |  |     uint32_t stencil_test : 3; | 
					
						
							|  |  |  |     /** eGPUStencilOp */ | 
					
						
							|  |  |  |     uint32_t stencil_op : 3; | 
					
						
							|  |  |  |     /** eGPUProvokingVertex */ | 
					
						
							|  |  |  |     uint32_t provoking_vert : 1; | 
					
						
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										 |  |  |     /** Enable bits. */ | 
					
						
							|  |  |  |     uint32_t logic_op_xor : 1; | 
					
						
							|  |  |  |     uint32_t invert_facing : 1; | 
					
						
							|  |  |  |     uint32_t shadow_bias : 1; | 
					
						
							|  |  |  |     /** Number of clip distances enabled. */ | 
					
						
							|  |  |  |     /* TODO(fclem) This should be a shader property. */ | 
					
						
							|  |  |  |     uint32_t clip_distances : 3; | 
					
						
							|  |  |  |     /* TODO(fclem) remove, old opengl features. */ | 
					
						
							|  |  |  |     uint32_t polygon_smooth : 1; | 
					
						
							|  |  |  |     uint32_t line_smooth : 1; | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  |   /* Here to allow fast bitwise ops. */ | 
					
						
							|  |  |  |   uint64_t data; | 
					
						
							|  |  |  | }; | 
					
						
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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) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return a.data == b.data; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | inline bool operator!=(const GPUState &a, const GPUState &b) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return !(a == b); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | inline GPUState operator^(const GPUState &a, const GPUState &b) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   GPUState r; | 
					
						
							|  |  |  |   r.data = a.data ^ b.data; | 
					
						
							|  |  |  |   return r; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | inline GPUState operator~(const GPUState &a) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   GPUState r; | 
					
						
							|  |  |  |   r.data = ~a.data; | 
					
						
							|  |  |  |   return r; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | /* Mutable state that does not require pipeline change. */ | 
					
						
							|  |  |  | union GPUStateMutable { | 
					
						
							|  |  |  |   struct { | 
					
						
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										 |  |  |     /* Viewport State */ | 
					
						
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										 |  |  |     /** TODO remove */ | 
					
						
							|  |  |  |     float depth_range[2]; | 
					
						
							|  |  |  |     /** TODO remove, use explicit clear calls. */ | 
					
						
							|  |  |  |     float clear_color[4]; | 
					
						
							|  |  |  |     float clear_depth; | 
					
						
							|  |  |  |     /** Negative if using program point size. */ | 
					
						
							|  |  |  |     /* TODO(fclem) should be passed as uniform to all shaders. */ | 
					
						
							|  |  |  |     float point_size; | 
					
						
							|  |  |  |     /** Not supported on every platform. Prefer using wideline shader. */ | 
					
						
							|  |  |  |     float line_width; | 
					
						
							|  |  |  |     /** Mutable stencil states. */ | 
					
						
							|  |  |  |     uint8_t stencil_write_mask; | 
					
						
							|  |  |  |     uint8_t stencil_compare_mask; | 
					
						
							|  |  |  |     uint8_t stencil_reference; | 
					
						
							|  |  |  |     uint8_t _pad0; | 
					
						
							|  |  |  |     /* IMPORTANT: ensure x64 stuct alignment. */ | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  |   /* Here to allow fast bitwise ops. */ | 
					
						
							|  |  |  |   uint64_t data[9]; | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data), | 
					
						
							|  |  |  |                   "GPUStateMutable is too big."); | 
					
						
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							|  |  |  | inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return memcmp(&a, &b, sizeof(GPUStateMutable)) == 0; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return !(a == b); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   GPUStateMutable r; | 
					
						
							|  |  |  |   for (int i = 0; i < ARRAY_SIZE(a.data); i++) { | 
					
						
							|  |  |  |     r.data[i] = a.data[i] ^ b.data[i]; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return r; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | inline GPUStateMutable operator~(const GPUStateMutable &a) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   GPUStateMutable r; | 
					
						
							|  |  |  |   for (int i = 0; i < ARRAY_SIZE(a.data); i++) { | 
					
						
							|  |  |  |     r.data[i] = ~a.data[i]; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   return r; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | /**
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							|  |  |  |  * State manager keeping track of the draw state and applying it before drawing. | 
					
						
							|  |  |  |  * Base class which is then specialized for each implementation (GL, VK, ...). | 
					
						
							|  |  |  |  **/ | 
					
						
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										 |  |  | class GPUStateManager { | 
					
						
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										 |  |  |  public: | 
					
						
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										 |  |  |   GPUState state; | 
					
						
							|  |  |  |   GPUStateMutable mutable_state; | 
					
						
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										 |  |  |  public: | 
					
						
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										 |  |  |   GPUStateManager(); | 
					
						
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										 |  |  |   virtual ~GPUStateManager(){}; | 
					
						
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										 |  |  |   virtual void apply_state(void) = 0; | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | }  // namespace gpu
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							|  |  |  | }  // namespace blender
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