This was caused by a missing state apply. We force the GPUState to be set after the callbacks to avoid desync between our state tracker and the real gl state. This fixes some issues but a better general fix for all BGL would be better. This fix T80297 2.91 texture alpha is not transparent
		
			
				
	
	
		
			129 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * Copyright 2020, Blender Foundation.
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 */
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/** \file
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 * \ingroup gpu
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 */
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#pragma once
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "gpu_state_private.hh"
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#include "glew-mx.h"
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namespace blender {
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namespace gpu {
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class GLFrameBuffer;
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class GLTexture;
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/**
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 * State manager keeping track of the draw state and applying it before drawing.
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 * Opengl Implementation.
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 **/
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class GLStateManager : public StateManager {
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 public:
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  /** Anothter reference to the active framebuffer. */
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  GLFrameBuffer *active_fb = nullptr;
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 private:
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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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  /** Texture state:
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   * We keep the full stack of textures and sampler bounds to use multi bind, and to be able to
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   * edit and restore texture binds on the fly without querying the context.
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   * Also this allows us to keep track of textures bounds to many texture units.
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   * Keep the targets to know what target to set to 0 for unbinding (legacy).
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   * Init first target to GL_TEXTURE_2D for texture_bind_temp to work.
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   */
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  GLuint targets_[64] = {GL_TEXTURE_2D};
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  GLuint textures_[64] = {0};
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  GLuint samplers_[64] = {0};
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  uint64_t dirty_texture_binds_ = 0;
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  GLuint images_[8] = {0};
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  GLenum formats_[8] = {0};
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  uint8_t dirty_image_binds_ = 0;
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 public:
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  GLStateManager();
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  void apply_state(void) override;
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  void force_state(void) override;
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  void issue_barrier(eGPUBarrier barrier_bits) override;
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  void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override;
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  void texture_bind_temp(GLTexture *tex);
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  void texture_unbind(Texture *tex) override;
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  void texture_unbind_all(void) override;
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  void image_bind(Texture *tex, int unit) override;
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  void image_unbind(Texture *tex) override;
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  void image_unbind_all(void) override;
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  void texture_unpack_row_length_set(uint len) override;
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  uint64_t bound_texture_slots(void);
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  uint8_t bound_image_slots(void);
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 private:
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  static void set_write_mask(const eGPUWriteMask value);
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  static void set_depth_test(const eGPUDepthTest value);
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  static void set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation);
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  static void set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state);
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  static void set_clip_distances(const int new_dist_len, const int old_dist_len);
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  static void set_logic_op(const bool enable);
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  static void set_facing(const bool invert);
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  static void set_backface_culling(const eGPUFaceCullTest test);
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  static void set_provoking_vert(const eGPUProvokingVertex vert);
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  static void set_shadow_bias(const bool enable);
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  static void set_blend(const eGPUBlend value);
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  void set_state(const GPUState &state);
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  void set_mutable_state(const GPUStateMutable &state);
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  void texture_bind_apply(void);
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  void image_bind_apply(void);
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  MEM_CXX_CLASS_ALLOC_FUNCS("GLStateManager")
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};
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static inline GLbitfield to_gl(eGPUBarrier barrier_bits)
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{
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  GLbitfield barrier = 0;
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  if (barrier_bits & GPU_BARRIER_SHADER_IMAGE_ACCESS) {
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    barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
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  }
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  if (barrier_bits & GPU_BARRIER_TEXTURE_FETCH) {
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    barrier |= GL_TEXTURE_FETCH_BARRIER_BIT;
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  }
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  return barrier;
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}
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}  // namespace gpu
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}  // namespace blender
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