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.
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@@ -40,7 +40,6 @@ int GPU_max_color_texture_samples(void);
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int GPU_max_cube_map_size(void);
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int GPU_max_ubo_binds(void);
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int GPU_max_ubo_size(void);
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float GPU_max_line_width(void);
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void GPU_get_dfdy_factors(float fac[2]);
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bool GPU_arb_base_instance_is_supported(void);
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bool GPU_arb_texture_cube_map_array_is_supported(void);
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@@ -71,12 +71,10 @@ static struct GPUGlobal {
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GLint maxubosize;
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GLint maxubobinds;
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int samples_color_texture_max;
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float line_width_range[2];
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/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
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* calculate dfdy in shader differently when drawing to an off-screen buffer. First
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* number is factor on screen and second is off-screen */
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float dfdyfactors[2];
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float max_anisotropy;
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/* Some Intel drivers have limited support for `GLEW_ARB_base_instance` so in
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* these cases it is best to indicate that it is not supported. See T67951 */
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bool glew_arb_base_instance_is_supported;
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@@ -164,11 +162,6 @@ int GPU_max_textures_vert(void)
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return GG.maxtexturesvert;
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}
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float GPU_max_texture_anisotropy(void)
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{
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return GG.max_anisotropy;
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}
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int GPU_max_color_texture_samples(void)
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{
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return GG.samples_color_texture_max;
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@@ -189,11 +182,6 @@ int GPU_max_ubo_size(void)
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return GG.maxubosize;
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}
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float GPU_max_line_width(void)
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{
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return GG.line_width_range[1];
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}
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void GPU_get_dfdy_factors(float fac[2])
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{
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copy_v2_v2(fac, GG.dfdyfactors);
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@@ -264,18 +252,9 @@ void gpu_extensions_init(void)
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &GG.maxtexlayers);
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glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize);
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if (GLEW_EXT_texture_filter_anisotropic) {
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GG.max_anisotropy);
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}
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else {
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GG.max_anisotropy = 1.0f;
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}
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &GG.maxubobinds);
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &GG.maxubosize);
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glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, GG.line_width_range);
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glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
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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)
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void GPU_samplers_init(void)
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{
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float max_anisotropy = 1.0f;
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if (GLEW_EXT_texture_filter_anisotropic) {
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
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}
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glGenSamplers(GPU_SAMPLER_MAX, GG.samplers);
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for (int i = 0; i < GPU_SAMPLER_MAX; i++) {
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eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
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@@ -2193,7 +2198,7 @@ void GPU_samplers_init(void)
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GLenum compare_mode = (state & GPU_SAMPLER_COMPARE) ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE;
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/* TODO(fclem) Anisotropic level should be a render engine parameter. */
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float aniso_filter = ((state & GPU_SAMPLER_MIPMAP) && (state & GPU_SAMPLER_ANISO)) ?
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U.anisotropic_filter :
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max_ff(max_anisotropy, U.anisotropic_filter) :
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1.0f;
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glSamplerParameteri(GG.samplers[i], GL_TEXTURE_WRAP_S, wrap_s);
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@@ -26,6 +26,7 @@
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#include "glew-mx.h"
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#include "gl_context.hh"
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#include "gl_state.hh"
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using namespace blender::gpu;
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@@ -53,6 +54,9 @@ GLStateManager::GLStateManager(void) : GPUStateManager()
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glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
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}
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/* Limits. */
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glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range_);
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/* Force update using default state. */
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current_ = ~state;
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current_mutable_ = ~mutable_state;
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@@ -150,7 +154,7 @@ void GLStateManager::set_mutable_state(const GPUStateMutable &state)
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if (changed.line_width != 0) {
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/* TODO remove, should use wide line shader. */
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glLineWidth(clamp_f(state.line_width, 1.0f, GPU_max_line_width()));
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glLineWidth(clamp_f(state.line_width, line_width_range_[0], line_width_range_[1]));
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}
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if (changed.depth_range[0] != 0 || changed.depth_range[1] != 0) {
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@@ -40,6 +40,8 @@ class GLStateManager : public GPUStateManager {
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/** Current state of the GL implementation. Avoids resetting the whole state for every change. */
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GPUState current_;
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GPUStateMutable current_mutable_;
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/** Limits. */
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float line_width_range_[2];
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public:
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GLStateManager();
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