Cleanup: GPU: Rename GPUStateManager to StateManager to follow style
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@@ -46,7 +46,7 @@ class Context {
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Shader *shader = NULL;
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FrameBuffer *active_fb = NULL;
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GPUMatrixState *matrix_state = NULL;
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GPUStateManager *state_manager = NULL;
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StateManager *state_manager = NULL;
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Immediate *imm = NULL;
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/**
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@@ -40,7 +40,7 @@ using namespace blender::gpu;
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#define SET_STATE(_prefix, _state, _value) \
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do { \
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GPUStateManager *stack = Context::get()->state_manager; \
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StateManager *stack = Context::get()->state_manager; \
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auto &state_object = stack->_prefix##state; \
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state_object._state = (_value); \
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} while (0)
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@@ -104,7 +104,7 @@ void GPU_write_mask(eGPUWriteMask mask)
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void GPU_color_mask(bool r, bool g, bool b, bool a)
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{
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GPUStateManager *stack = Context::get()->state_manager;
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StateManager *stack = Context::get()->state_manager;
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auto &state = stack->state;
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uint32_t write_mask = state.write_mask;
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SET_FLAG_FROM_TEST(write_mask, r, (uint32_t)GPU_WRITE_RED);
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@@ -116,7 +116,7 @@ void GPU_color_mask(bool r, bool g, bool b, bool a)
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void GPU_depth_mask(bool depth)
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{
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GPUStateManager *stack = Context::get()->state_manager;
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StateManager *stack = Context::get()->state_manager;
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auto &state = stack->state;
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uint32_t write_mask = state.write_mask;
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SET_FLAG_FROM_TEST(write_mask, depth, (uint32_t)GPU_WRITE_DEPTH);
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@@ -141,7 +141,7 @@ void GPU_state_set(eGPUWriteMask write_mask,
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eGPUStencilOp stencil_op,
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eGPUProvokingVertex provoking_vert)
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{
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GPUStateManager *stack = Context::get()->state_manager;
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StateManager *stack = Context::get()->state_manager;
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auto &state = stack->state;
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state.write_mask = (uint32_t)write_mask;
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state.blend = (uint32_t)blend;
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@@ -160,7 +160,7 @@ void GPU_state_set(eGPUWriteMask write_mask,
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void GPU_depth_range(float near, float far)
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{
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GPUStateManager *stack = Context::get()->state_manager;
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StateManager *stack = Context::get()->state_manager;
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auto &state = stack->mutable_state;
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copy_v2_fl2(state.depth_range, near, far);
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}
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@@ -172,7 +172,7 @@ void GPU_line_width(float width)
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void GPU_point_size(float size)
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{
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GPUStateManager *stack = Context::get()->state_manager;
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StateManager *stack = Context::get()->state_manager;
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auto &state = stack->mutable_state;
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/* Keep the sign of point_size since it represents the enable state. */
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state.point_size = size * ((state.point_size > 0.0) ? 1.0f : -1.0f);
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@@ -184,7 +184,7 @@ void GPU_point_size(float size)
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/* TODO remove and use program point size everywhere */
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void GPU_program_point_size(bool enable)
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{
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GPUStateManager *stack = Context::get()->state_manager;
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StateManager *stack = Context::get()->state_manager;
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auto &state = stack->mutable_state;
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/* Set point size sign negative to disable. */
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state.point_size = fabsf(state.point_size) * (enable ? 1 : -1);
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@@ -327,7 +327,7 @@ void GPU_memory_barrier(eGPUBarrier barrier)
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* exceptions that we should try to get rid of.
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* \{ */
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GPUStateManager::GPUStateManager(void)
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StateManager::StateManager(void)
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{
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/* Set default state. */
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state.write_mask = GPU_WRITE_COLOR;
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@@ -98,9 +98,6 @@ union GPUStateMutable {
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/* Viewport State */
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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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@@ -152,14 +149,14 @@ inline GPUStateMutable operator~(const GPUStateMutable &a)
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* State manager keeping track of the draw state and applying it before drawing.
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* Base class which is then specialized for each implementation (GL, VK, ...).
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**/
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class GPUStateManager {
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class StateManager {
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public:
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GPUState state;
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GPUStateMutable mutable_state;
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public:
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GPUStateManager();
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virtual ~GPUStateManager(){};
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StateManager();
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virtual ~StateManager(){};
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virtual void apply_state(void) = 0;
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@@ -42,7 +42,7 @@ namespace blender::gpu {
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/** \name GLStateManager
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* \{ */
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GLStateManager::GLStateManager(void) : GPUStateManager()
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GLStateManager::GLStateManager(void) : StateManager()
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{
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/* Set other states that never change. */
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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@@ -40,7 +40,7 @@ class GLTexture;
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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 GPUStateManager {
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class GLStateManager : public StateManager {
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public:
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/** Anothter reference to the active framebuffer. */
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GLFrameBuffer *active_fb = nullptr;
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