GPUState: Move state limits getter to the area they belong

This fix a GL_INVALID_VALUE error on startup due to 0.0f max line width.

Also moves the max anisotropy filter to the sampler creation.

This reduces code fragmentation.
This commit is contained in:
2020-08-25 18:18:43 +02:00
parent 2c34e09b08
commit 97f75ca87f
5 changed files with 13 additions and 24 deletions

View File

@@ -40,7 +40,6 @@ int GPU_max_color_texture_samples(void);
int GPU_max_cube_map_size(void);
int GPU_max_ubo_binds(void);
int GPU_max_ubo_size(void);
float GPU_max_line_width(void);
void GPU_get_dfdy_factors(float fac[2]);
bool GPU_arb_base_instance_is_supported(void);
bool GPU_arb_texture_cube_map_array_is_supported(void);

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@@ -71,12 +71,10 @@ static struct GPUGlobal {
GLint maxubosize;
GLint maxubobinds;
int samples_color_texture_max;
float line_width_range[2];
/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
* calculate dfdy in shader differently when drawing to an off-screen buffer. First
* number is factor on screen and second is off-screen */
float dfdyfactors[2];
float max_anisotropy;
/* Some Intel drivers have limited support for `GLEW_ARB_base_instance` so in
* these cases it is best to indicate that it is not supported. See T67951 */
bool glew_arb_base_instance_is_supported;
@@ -164,11 +162,6 @@ int GPU_max_textures_vert(void)
return GG.maxtexturesvert;
}
float GPU_max_texture_anisotropy(void)
{
return GG.max_anisotropy;
}
int GPU_max_color_texture_samples(void)
{
return GG.samples_color_texture_max;
@@ -189,11 +182,6 @@ int GPU_max_ubo_size(void)
return GG.maxubosize;
}
float GPU_max_line_width(void)
{
return GG.line_width_range[1];
}
void GPU_get_dfdy_factors(float fac[2])
{
copy_v2_v2(fac, GG.dfdyfactors);
@@ -264,18 +252,9 @@ void gpu_extensions_init(void)
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GG.maxtexlayers);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize);
if (GLEW_EXT_texture_filter_anisotropic) {
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GG.max_anisotropy);
}
else {
GG.max_anisotropy = 1.0f;
}
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, GG.line_width_range);
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
const char *vendor = (const char *)glGetString(GL_VENDOR);

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@@ -2179,6 +2179,11 @@ void GPU_texture_get_mipmap_size(GPUTexture *tex, int lvl, int *size)
void GPU_samplers_init(void)
{
float max_anisotropy = 1.0f;
if (GLEW_EXT_texture_filter_anisotropic) {
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
}
glGenSamplers(GPU_SAMPLER_MAX, GG.samplers);
for (int i = 0; i < GPU_SAMPLER_MAX; i++) {
eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
@@ -2193,7 +2198,7 @@ void GPU_samplers_init(void)
GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
/* TODO(fclem) Anisotropic level should be a render engine parameter. */
float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ?
U.anisotropic_filter :
max_ff(max_anisotropy, U.anisotropic_filter) :
1.0f;
glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s);

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@@ -26,6 +26,7 @@
#include "glew-mx.h"
#include "gl_context.hh"
#include "gl_state.hh"
using namespace blender::gpu;
@@ -53,6 +54,9 @@ GLStateManager::GLStateManager(void) : GPUStateManager()
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
/* Limits. */
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range_);
/* Force update using default state. */
current_ = ~state;
current_mutable_ = ~mutable_state;
@@ -150,7 +154,7 @@ void GLStateManager::set_mutable_state(const GPUStateMutable &state)
if (changed.line_width != 0) {
/* TODO remove, should use wide line shader. */
glLineWidth(clamp_f(state.line_width, 1.0f, GPU_max_line_width()));
glLineWidth(clamp_f(state.line_width, line_width_range_[0], line_width_range_[1]));
}
if (changed.depth_range[0] != 0 || changed.depth_range[1] != 0) {

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@@ -40,6 +40,8 @@ class GLStateManager : public GPUStateManager {
/** Current state of the GL implementation. Avoids resetting the whole state for every change. */
GPUState current_;
GPUStateMutable current_mutable_;
/** Limits. */
float line_width_range_[2];
public:
GLStateManager();