Cleanup: GPU: Rename GPUStateManager to StateManager to follow style

This commit is contained in:
2020-09-12 16:22:34 +02:00
parent 0639f008b6
commit 6bc0a8424e
5 changed files with 14 additions and 17 deletions

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@@ -46,7 +46,7 @@ class Context {
Shader *shader = NULL;
FrameBuffer *active_fb = NULL;
GPUMatrixState *matrix_state = NULL;
GPUStateManager *state_manager = NULL;
StateManager *state_manager = NULL;
Immediate *imm = NULL;
/**

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@@ -40,7 +40,7 @@ using namespace blender::gpu;
#define SET_STATE(_prefix, _state, _value) \
do { \
GPUStateManager *stack = Context::get()->state_manager; \
StateManager *stack = Context::get()->state_manager; \
auto &state_object = stack->_prefix##state; \
state_object._state = (_value); \
} while (0)
@@ -104,7 +104,7 @@ void GPU_write_mask(eGPUWriteMask mask)
void GPU_color_mask(bool r, bool g, bool b, bool a)
{
GPUStateManager *stack = Context::get()->state_manager;
StateManager *stack = Context::get()->state_manager;
auto &state = stack->state;
uint32_t write_mask = state.write_mask;
SET_FLAG_FROM_TEST(write_mask, r, (uint32_t)GPU_WRITE_RED);
@@ -116,7 +116,7 @@ void GPU_color_mask(bool r, bool g, bool b, bool a)
void GPU_depth_mask(bool depth)
{
GPUStateManager *stack = Context::get()->state_manager;
StateManager *stack = Context::get()->state_manager;
auto &state = stack->state;
uint32_t write_mask = state.write_mask;
SET_FLAG_FROM_TEST(write_mask, depth, (uint32_t)GPU_WRITE_DEPTH);
@@ -141,7 +141,7 @@ void GPU_state_set(eGPUWriteMask write_mask,
eGPUStencilOp stencil_op,
eGPUProvokingVertex provoking_vert)
{
GPUStateManager *stack = Context::get()->state_manager;
StateManager *stack = Context::get()->state_manager;
auto &state = stack->state;
state.write_mask = (uint32_t)write_mask;
state.blend = (uint32_t)blend;
@@ -160,7 +160,7 @@ void GPU_state_set(eGPUWriteMask write_mask,
void GPU_depth_range(float near, float far)
{
GPUStateManager *stack = Context::get()->state_manager;
StateManager *stack = Context::get()->state_manager;
auto &state = stack->mutable_state;
copy_v2_fl2(state.depth_range, near, far);
}
@@ -172,7 +172,7 @@ void GPU_line_width(float width)
void GPU_point_size(float size)
{
GPUStateManager *stack = Context::get()->state_manager;
StateManager *stack = Context::get()->state_manager;
auto &state = stack->mutable_state;
/* Keep the sign of point_size since it represents the enable state. */
state.point_size = size * ((state.point_size > 0.0) ? 1.0f : -1.0f);
@@ -184,7 +184,7 @@ void GPU_point_size(float size)
/* TODO remove and use program point size everywhere */
void GPU_program_point_size(bool enable)
{
GPUStateManager *stack = Context::get()->state_manager;
StateManager *stack = Context::get()->state_manager;
auto &state = stack->mutable_state;
/* Set point size sign negative to disable. */
state.point_size = fabsf(state.point_size) * (enable ? 1 : -1);
@@ -327,7 +327,7 @@ void GPU_memory_barrier(eGPUBarrier barrier)
* exceptions that we should try to get rid of.
* \{ */
GPUStateManager::GPUStateManager(void)
StateManager::StateManager(void)
{
/* Set default state. */
state.write_mask = GPU_WRITE_COLOR;

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@@ -98,9 +98,6 @@ union GPUStateMutable {
/* Viewport State */
/** 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;
@@ -152,14 +149,14 @@ inline GPUStateMutable operator~(const GPUStateMutable &a)
* State manager keeping track of the draw state and applying it before drawing.
* Base class which is then specialized for each implementation (GL, VK, ...).
**/
class GPUStateManager {
class StateManager {
public:
GPUState state;
GPUStateMutable mutable_state;
public:
GPUStateManager();
virtual ~GPUStateManager(){};
StateManager();
virtual ~StateManager(){};
virtual void apply_state(void) = 0;

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@@ -42,7 +42,7 @@ namespace blender::gpu {
/** \name GLStateManager
* \{ */
GLStateManager::GLStateManager(void) : GPUStateManager()
GLStateManager::GLStateManager(void) : StateManager()
{
/* Set other states that never change. */
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

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@@ -40,7 +40,7 @@ class GLTexture;
* State manager keeping track of the draw state and applying it before drawing.
* Opengl Implementation.
**/
class GLStateManager : public GPUStateManager {
class GLStateManager : public StateManager {
public:
/** Anothter reference to the active framebuffer. */
GLFrameBuffer *active_fb = nullptr;