Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
165 lines
3.9 KiB
C++
165 lines
3.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. */
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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 "BLI_utildefines.h"
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#include "GPU_state.h"
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#include "gpu_texture_private.hh"
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#include <cstring>
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namespace blender {
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namespace gpu {
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/* Encapsulate all pipeline state that we need to track.
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* Try to keep small to reduce validation time. */
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union GPUState {
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struct {
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/** eGPUWriteMask */
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uint32_t write_mask : 13;
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/** eGPUBlend */
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uint32_t blend : 4;
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/** eGPUFaceCullTest */
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uint32_t culling_test : 2;
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/** eGPUDepthTest */
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uint32_t depth_test : 3;
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/** eGPUStencilTest */
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uint32_t stencil_test : 3;
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/** eGPUStencilOp */
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uint32_t stencil_op : 3;
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/** eGPUProvokingVertex */
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uint32_t provoking_vert : 1;
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/** Enable bits. */
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uint32_t logic_op_xor : 1;
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uint32_t invert_facing : 1;
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uint32_t shadow_bias : 1;
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/** Number of clip distances enabled. */
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/* TODO(fclem): This should be a shader property. */
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uint32_t clip_distances : 3;
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/* TODO(fclem): remove, old opengl features. */
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uint32_t polygon_smooth : 1;
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uint32_t line_smooth : 1;
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};
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/* Here to allow fast bit-wise ops. */
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uint64_t data;
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};
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BLI_STATIC_ASSERT(sizeof(GPUState) == sizeof(uint64_t), "GPUState is too big.");
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inline bool operator==(const GPUState &a, const GPUState &b)
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{
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return a.data == b.data;
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}
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inline bool operator!=(const GPUState &a, const GPUState &b)
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{
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return !(a == b);
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}
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inline GPUState operator^(const GPUState &a, const GPUState &b)
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{
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GPUState r;
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r.data = a.data ^ b.data;
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return r;
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}
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inline GPUState operator~(const GPUState &a)
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{
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GPUState r;
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r.data = ~a.data;
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return r;
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}
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/* Mutable state that does not require pipeline change. */
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union GPUStateMutable {
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struct {
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/* Viewport State */
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/** TODO: remove. */
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float depth_range[2];
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/** Positive if using program point size. */
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/* TODO(fclem): should be passed as uniform to all shaders. */
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float point_size;
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/** Not supported on every platform. Prefer using wide-line shader. */
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float line_width;
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/** Mutable stencil states. */
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uint8_t stencil_write_mask;
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uint8_t stencil_compare_mask;
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uint8_t stencil_reference;
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uint8_t _pad0;
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/* IMPORTANT: ensure x64 struct alignment. */
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};
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/* Here to allow fast bit-wise ops. */
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uint64_t data[9];
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};
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BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data),
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"GPUStateMutable is too big.");
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inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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return memcmp(&a, &b, sizeof(GPUStateMutable)) == 0;
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}
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inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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return !(a == b);
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}
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inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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GPUStateMutable r;
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for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
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r.data[i] = a.data[i] ^ b.data[i];
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}
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return r;
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}
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inline GPUStateMutable operator~(const GPUStateMutable &a)
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{
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GPUStateMutable r;
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for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
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r.data[i] = ~a.data[i];
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}
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return r;
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}
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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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* Base class which is then specialized for each implementation (GL, VK, ...).
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*/
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class StateManager {
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public:
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GPUState state;
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GPUStateMutable mutable_state;
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bool use_bgl = false;
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public:
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StateManager();
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virtual ~StateManager(){};
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virtual void apply_state() = 0;
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virtual void force_state() = 0;
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virtual void issue_barrier(eGPUBarrier barrier_bits) = 0;
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virtual void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) = 0;
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virtual void texture_unbind(Texture *tex) = 0;
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virtual void texture_unbind_all() = 0;
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virtual void image_bind(Texture *tex, int unit) = 0;
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virtual void image_unbind(Texture *tex) = 0;
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virtual void image_unbind_all() = 0;
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virtual void texture_unpack_row_length_set(uint len) = 0;
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};
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} // namespace gpu
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} // namespace blender
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