GPUState: Move Scissor and Viewport state to framebuffer

This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.

The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.
This commit is contained in:
2020-08-29 15:17:13 +02:00
parent 4f395c84fe
commit 8527d84d35
13 changed files with 171 additions and 91 deletions

View File

@@ -94,11 +94,6 @@ inline GPUState operator~(const GPUState &a)
union GPUStateMutable {
struct {
/* Viewport State */
/** TODO put inside GPUFramebuffer. */
/** Offset + Extent of the drawable region inside the framebuffer. */
int viewport_rect[4];
/** Offset + Extent of the scissor region inside the framebuffer. */
int scissor_rect[4];
/** TODO remove */
float depth_range[2];
/** TODO remove, use explicit clear calls. */
@@ -164,14 +159,7 @@ class GPUStateManager {
GPUStateManager();
virtual ~GPUStateManager(){};
virtual void set_state(const GPUState &state) = 0;
virtual void set_mutable_state(const GPUStateMutable &state) = 0;
inline void apply_state(void)
{
this->set_state(this->state);
this->set_mutable_state(this->mutable_state);
};
virtual void apply_state(void) = 0;
};
} // namespace gpu