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blender-archive/source/blender/gpu/intern/gpu_state_private.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
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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
2022-02-11 09:14:36 +11:00

165 lines
3.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utildefines.h"
#include "GPU_state.h"
#include "gpu_texture_private.hh"
#include <cstring>
namespace blender {
namespace gpu {
/* Encapsulate all pipeline state that we need to track.
* Try to keep small to reduce validation time. */
union GPUState {
struct {
/** eGPUWriteMask */
uint32_t write_mask : 13;
/** eGPUBlend */
uint32_t blend : 4;
/** eGPUFaceCullTest */
uint32_t culling_test : 2;
/** eGPUDepthTest */
uint32_t depth_test : 3;
/** eGPUStencilTest */
uint32_t stencil_test : 3;
/** eGPUStencilOp */
uint32_t stencil_op : 3;
/** eGPUProvokingVertex */
uint32_t provoking_vert : 1;
/** Enable bits. */
uint32_t logic_op_xor : 1;
uint32_t invert_facing : 1;
uint32_t shadow_bias : 1;
/** Number of clip distances enabled. */
/* TODO(fclem): This should be a shader property. */
uint32_t clip_distances : 3;
/* TODO(fclem): remove, old opengl features. */
uint32_t polygon_smooth : 1;
uint32_t line_smooth : 1;
};
/* Here to allow fast bit-wise ops. */
uint64_t data;
};
BLI_STATIC_ASSERT(sizeof(GPUState) == sizeof(uint64_t), "GPUState is too big.");
inline bool operator==(const GPUState &a, const GPUState &b)
{
return a.data == b.data;
}
inline bool operator!=(const GPUState &a, const GPUState &b)
{
return !(a == b);
}
inline GPUState operator^(const GPUState &a, const GPUState &b)
{
GPUState r;
r.data = a.data ^ b.data;
return r;
}
inline GPUState operator~(const GPUState &a)
{
GPUState r;
r.data = ~a.data;
return r;
}
/* Mutable state that does not require pipeline change. */
union GPUStateMutable {
struct {
/* Viewport State */
/** TODO: remove. */
float depth_range[2];
/** Positive if using program point size. */
/* TODO(fclem): should be passed as uniform to all shaders. */
float point_size;
/** Not supported on every platform. Prefer using wide-line shader. */
float line_width;
/** Mutable stencil states. */
uint8_t stencil_write_mask;
uint8_t stencil_compare_mask;
uint8_t stencil_reference;
uint8_t _pad0;
/* IMPORTANT: ensure x64 struct alignment. */
};
/* Here to allow fast bit-wise ops. */
uint64_t data[9];
};
BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data),
"GPUStateMutable is too big.");
inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b)
{
return memcmp(&a, &b, sizeof(GPUStateMutable)) == 0;
}
inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b)
{
return !(a == b);
}
inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b)
{
GPUStateMutable r;
for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
r.data[i] = a.data[i] ^ b.data[i];
}
return r;
}
inline GPUStateMutable operator~(const GPUStateMutable &a)
{
GPUStateMutable r;
for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
r.data[i] = ~a.data[i];
}
return r;
}
/**
* State manager keeping track of the draw state and applying it before drawing.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class StateManager {
public:
GPUState state;
GPUStateMutable mutable_state;
bool use_bgl = false;
public:
StateManager();
virtual ~StateManager(){};
virtual void apply_state() = 0;
virtual void force_state() = 0;
virtual void issue_barrier(eGPUBarrier barrier_bits) = 0;
virtual void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) = 0;
virtual void texture_unbind(Texture *tex) = 0;
virtual void texture_unbind_all() = 0;
virtual void image_bind(Texture *tex, int unit) = 0;
virtual void image_unbind(Texture *tex) = 0;
virtual void image_unbind_all() = 0;
virtual void texture_unpack_row_length_set(uint len) = 0;
};
} // namespace gpu
} // namespace blender