Previously this was using `GPU_SHADER_TEXT` as default value indicating an "unset" state. This wasn't documented in the definition (and so D16284 added a new enumerator that broke this). Plus code was assuming this enumerator would always have the value 0 without specifying this in the definition either. In this case it's easy to not rely on the enum value at all, and just use `std::optional` to add a "unset" state. Differential Revision: https://developer.blender.org/D16303
65 lines
1.7 KiB
C++
65 lines
1.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2016 by Mike Erwin. All rights reserved. */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*
|
|
* Mimics old style opengl immediate mode drawing.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <optional>
|
|
|
|
#include "GPU_batch.h"
|
|
#include "GPU_primitive.h"
|
|
#include "GPU_shader.h"
|
|
#include "GPU_vertex_format.h"
|
|
|
|
namespace blender::gpu {
|
|
|
|
class Immediate {
|
|
public:
|
|
/** Pointer to the mapped buffer data for the current vertex. */
|
|
uchar *vertex_data = nullptr;
|
|
/** Current vertex index. */
|
|
uint vertex_idx = 0;
|
|
/** Length of the buffer in vertices. */
|
|
uint vertex_len = 0;
|
|
/** Which attributes of current vertex have not been given values? */
|
|
uint16_t unassigned_attr_bits = 0;
|
|
/** Attributes that needs to be set. One bit per attribute. */
|
|
uint16_t enabled_attr_bits = 0;
|
|
|
|
/** Current draw call specification. */
|
|
GPUPrimType prim_type = GPU_PRIM_NONE;
|
|
GPUVertFormat vertex_format = {};
|
|
GPUShader *shader = nullptr;
|
|
/** Enforce strict vertex count (disabled when using #immBeginAtMost). */
|
|
bool strict_vertex_len = true;
|
|
|
|
/** Batch in construction when using #immBeginBatch. */
|
|
GPUBatch *batch = nullptr;
|
|
|
|
/** Wide Line workaround. */
|
|
|
|
/** Previously bound shader to restore after drawing. */
|
|
std::optional<eGPUBuiltinShader> prev_builtin_shader;
|
|
/** Builtin shader index. Used to test if the line width workaround can be done. */
|
|
std::optional<eGPUBuiltinShader> builtin_shader_bound;
|
|
/** Uniform color: Kept here to update the wide-line shader just before #immBegin. */
|
|
float uniform_color[4];
|
|
|
|
public:
|
|
Immediate(){};
|
|
virtual ~Immediate(){};
|
|
|
|
virtual uchar *begin() = 0;
|
|
virtual void end() = 0;
|
|
};
|
|
|
|
} // namespace blender::gpu
|
|
|
|
void immActivate();
|
|
void immDeactivate();
|