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blender-archive/source/blender/gpu/opengl/gl_state.cc

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "BLI_math_base.h"
#include "BLI_math_bits.h"
#include "GPU_capabilities.h"
#include "glew-mx.h"
#include "gl_context.hh"
#include "gl_debug.hh"
#include "gl_framebuffer.hh"
#include "gl_texture.hh"
#include "gl_state.hh"
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name GLStateManager
* \{ */
GLStateManager::GLStateManager()
{
/* Set other states that never change. */
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glEnable(GL_MULTISAMPLE);
glEnable(GL_PRIMITIVE_RESTART);
glDisable(GL_DITHER);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPrimitiveRestartIndex((GLuint)0xFFFFFFFF);
/* TODO: Should become default. But needs at least GL 4.3 */
if (GLContext::fixed_restart_index_support) {
/* Takes precedence over #GL_PRIMITIVE_RESTART. */
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
/* Limits. */
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range_);
/* Force update using default state. */
current_ = ~state;
current_mutable_ = ~mutable_state;
set_state(state);
set_mutable_state(mutable_state);
}
void GLStateManager::apply_state()
{
if (!this->use_bgl) {
this->set_state(this->state);
this->set_mutable_state(this->mutable_state);
this->texture_bind_apply();
this->image_bind_apply();
}
/* This is needed by gpu_py_offscreen. */
active_fb->apply_state();
};
/* Will set all the states regardless of the current ones. */
void GLStateManager::force_state()
{
/* Little exception for clip distances since they need to keep the old count correct. */
uint32_t clip_distances = current_.clip_distances;
current_ = ~this->state;
current_.clip_distances = clip_distances;
current_mutable_ = ~this->mutable_state;
this->set_state(this->state);
this->set_mutable_state(this->mutable_state);
};
void GLStateManager::set_state(const GPUState &state)
{
GPUState changed = state ^ current_;
if (changed.blend != 0) {
set_blend((eGPUBlend)state.blend);
}
if (changed.write_mask != 0) {
set_write_mask((eGPUWriteMask)state.write_mask);
}
if (changed.depth_test != 0) {
set_depth_test((eGPUDepthTest)state.depth_test);
}
if (changed.stencil_test != 0 || changed.stencil_op != 0) {
set_stencil_test((eGPUStencilTest)state.stencil_test, (eGPUStencilOp)state.stencil_op);
set_stencil_mask((eGPUStencilTest)state.stencil_test, mutable_state);
}
if (changed.clip_distances != 0) {
set_clip_distances(state.clip_distances, current_.clip_distances);
}
if (changed.culling_test != 0) {
set_backface_culling((eGPUFaceCullTest)state.culling_test);
}
if (changed.logic_op_xor != 0) {
set_logic_op(state.logic_op_xor);
}
if (changed.invert_facing != 0) {
set_facing(state.invert_facing);
}
if (changed.provoking_vert != 0) {
set_provoking_vert((eGPUProvokingVertex)state.provoking_vert);
}
if (changed.shadow_bias != 0) {
set_shadow_bias(state.shadow_bias);
}
/* TODO remove */
if (changed.polygon_smooth) {
if (state.polygon_smooth) {
glEnable(GL_POLYGON_SMOOTH);
}
else {
glDisable(GL_POLYGON_SMOOTH);
}
}
if (changed.line_smooth) {
if (state.line_smooth) {
glEnable(GL_LINE_SMOOTH);
}
else {
glDisable(GL_LINE_SMOOTH);
}
}
current_ = state;
}
void GLStateManager::set_mutable_state(const GPUStateMutable &state)
{
GPUStateMutable changed = state ^ current_mutable_;
/* TODO remove, should be uniform. */
if (float_as_uint(changed.point_size) != 0) {
if (state.point_size > 0.0f) {
glEnable(GL_PROGRAM_POINT_SIZE);
}
else {
glDisable(GL_PROGRAM_POINT_SIZE);
glPointSize(fabsf(state.point_size));
}
}
if (changed.line_width != 0) {
/* TODO remove, should use wide line shader. */
glLineWidth(clamp_f(state.line_width, line_width_range_[0], line_width_range_[1]));
}
if (changed.depth_range[0] != 0 || changed.depth_range[1] != 0) {
/* TODO remove, should modify the projection matrix instead. */
glDepthRange(UNPACK2(state.depth_range));
}
if (changed.stencil_compare_mask != 0 || changed.stencil_reference != 0 ||
changed.stencil_write_mask != 0) {
set_stencil_mask((eGPUStencilTest)current_.stencil_test, state);
}
current_mutable_ = state;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name State set functions
* \{ */
void GLStateManager::set_write_mask(const eGPUWriteMask value)
{
glDepthMask((value & GPU_WRITE_DEPTH) != 0);
glColorMask((value & GPU_WRITE_RED) != 0,
(value & GPU_WRITE_GREEN) != 0,
(value & GPU_WRITE_BLUE) != 0,
(value & GPU_WRITE_ALPHA) != 0);
if (value == GPU_WRITE_NONE) {
glEnable(GL_RASTERIZER_DISCARD);
}
else {
glDisable(GL_RASTERIZER_DISCARD);
}
}
void GLStateManager::set_depth_test(const eGPUDepthTest value)
{
GLenum func;
switch (value) {
case GPU_DEPTH_LESS:
func = GL_LESS;
break;
case GPU_DEPTH_LESS_EQUAL:
func = GL_LEQUAL;
break;
case GPU_DEPTH_EQUAL:
func = GL_EQUAL;
break;
case GPU_DEPTH_GREATER:
func = GL_GREATER;
break;
case GPU_DEPTH_GREATER_EQUAL:
func = GL_GEQUAL;
break;
case GPU_DEPTH_ALWAYS:
default:
func = GL_ALWAYS;
break;
}
if (value != GPU_DEPTH_NONE) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(func);
}
else {
glDisable(GL_DEPTH_TEST);
}
}
void GLStateManager::set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation)
{
switch (operation) {
case GPU_STENCIL_OP_REPLACE:
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
break;
case GPU_STENCIL_OP_COUNT_DEPTH_PASS:
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
break;
case GPU_STENCIL_OP_COUNT_DEPTH_FAIL:
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
break;
case GPU_STENCIL_OP_NONE:
default:
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
if (test != GPU_STENCIL_NONE) {
glEnable(GL_STENCIL_TEST);
}
else {
glDisable(GL_STENCIL_TEST);
}
}
void GLStateManager::set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state)
{
GLenum func;
switch (test) {
case GPU_STENCIL_NEQUAL:
func = GL_NOTEQUAL;
break;
case GPU_STENCIL_EQUAL:
func = GL_EQUAL;
break;
case GPU_STENCIL_ALWAYS:
func = GL_ALWAYS;
break;
case GPU_STENCIL_NONE:
default:
glStencilMask(0x00);
glStencilFunc(GL_ALWAYS, 0x00, 0x00);
return;
}
glStencilMask(state.stencil_write_mask);
glStencilFunc(func, state.stencil_reference, state.stencil_compare_mask);
}
void GLStateManager::set_clip_distances(const int new_dist_len, const int old_dist_len)
{
for (int i = 0; i < new_dist_len; i++) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
for (int i = new_dist_len; i < old_dist_len; i++) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
void GLStateManager::set_logic_op(const bool enable)
{
if (enable) {
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_XOR);
}
else {
glDisable(GL_COLOR_LOGIC_OP);
}
}
void GLStateManager::set_facing(const bool invert)
{
glFrontFace((invert) ? GL_CW : GL_CCW);
}
void GLStateManager::set_backface_culling(const eGPUFaceCullTest test)
{
if (test != GPU_CULL_NONE) {
glEnable(GL_CULL_FACE);
glCullFace((test == GPU_CULL_FRONT) ? GL_FRONT : GL_BACK);
}
else {
glDisable(GL_CULL_FACE);
}
}
void GLStateManager::set_provoking_vert(const eGPUProvokingVertex vert)
{
GLenum value = (vert == GPU_VERTEX_FIRST) ? GL_FIRST_VERTEX_CONVENTION :
GL_LAST_VERTEX_CONVENTION;
glProvokingVertex(value);
}
void GLStateManager::set_shadow_bias(const bool enable)
{
if (enable) {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
/* 2.0 Seems to be the lowest possible slope bias that works in every case. */
glPolygonOffset(2.0f, 1.0f);
}
else {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
}
}
void GLStateManager::set_blend(const eGPUBlend value)
{
/**
* Factors to the equation.
* SRC is fragment shader output.
* DST is frame-buffer color.
* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
*/
GLenum src_rgb, src_alpha, dst_rgb, dst_alpha;
switch (value) {
default:
case GPU_BLEND_ALPHA: {
src_rgb = GL_SRC_ALPHA;
dst_rgb = GL_ONE_MINUS_SRC_ALPHA;
src_alpha = GL_ONE;
dst_alpha = GL_ONE_MINUS_SRC_ALPHA;
break;
}
case GPU_BLEND_ALPHA_PREMULT: {
src_rgb = GL_ONE;
dst_rgb = GL_ONE_MINUS_SRC_ALPHA;
src_alpha = GL_ONE;
dst_alpha = GL_ONE_MINUS_SRC_ALPHA;
break;
}
case GPU_BLEND_ADDITIVE: {
/* Do not let alpha accumulate but premult the source RGB by it. */
src_rgb = GL_SRC_ALPHA;
dst_rgb = GL_ONE;
src_alpha = GL_ZERO;
dst_alpha = GL_ONE;
break;
}
case GPU_BLEND_SUBTRACT:
case GPU_BLEND_ADDITIVE_PREMULT: {
/* Let alpha accumulate. */
src_rgb = GL_ONE;
dst_rgb = GL_ONE;
src_alpha = GL_ONE;
dst_alpha = GL_ONE;
break;
}
case GPU_BLEND_MULTIPLY: {
src_rgb = GL_DST_COLOR;
dst_rgb = GL_ZERO;
src_alpha = GL_DST_ALPHA;
dst_alpha = GL_ZERO;
break;
}
case GPU_BLEND_INVERT: {
src_rgb = GL_ONE_MINUS_DST_COLOR;
dst_rgb = GL_ZERO;
src_alpha = GL_ZERO;
dst_alpha = GL_ONE;
break;
}
case GPU_BLEND_OIT: {
src_rgb = GL_ONE;
dst_rgb = GL_ONE;
src_alpha = GL_ZERO;
dst_alpha = GL_ONE_MINUS_SRC_ALPHA;
break;
}
case GPU_BLEND_BACKGROUND: {
src_rgb = GL_ONE_MINUS_DST_ALPHA;
dst_rgb = GL_SRC_ALPHA;
src_alpha = GL_ZERO;
dst_alpha = GL_SRC_ALPHA;
break;
}
case GPU_BLEND_ALPHA_UNDER_PREMUL: {
src_rgb = GL_ONE_MINUS_DST_ALPHA;
dst_rgb = GL_ONE;
src_alpha = GL_ONE_MINUS_DST_ALPHA;
dst_alpha = GL_ONE;
break;
}
case GPU_BLEND_CUSTOM: {
src_rgb = GL_ONE;
dst_rgb = GL_SRC1_COLOR;
src_alpha = GL_ONE;
dst_alpha = GL_SRC1_ALPHA;
break;
}
}
if (value == GPU_BLEND_SUBTRACT) {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
}
else {
glBlendEquation(GL_FUNC_ADD);
}
/* Always set the blend function. This avoid a rendering error when blending is disabled but
* GPU_BLEND_CUSTOM was used just before and the frame-buffer is using more than 1 color target.
*/
glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha);
if (value != GPU_BLEND_NONE) {
glEnable(GL_BLEND);
}
else {
glDisable(GL_BLEND);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture State Management
* \{ */
void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type, int unit)
{
BLI_assert(unit < GPU_max_textures());
GLTexture *tex = static_cast<GLTexture *>(tex_);
if (G.debug & G_DEBUG_GPU) {
tex->check_feedback_loop();
}
/* Eliminate redundant binds. */
if ((textures_[unit] == tex->tex_id_) &&
(samplers_[unit] == GLTexture::samplers_[sampler_type])) {
return;
}
targets_[unit] = tex->target_;
textures_[unit] = tex->tex_id_;
samplers_[unit] = GLTexture::samplers_[sampler_type];
tex->is_bound_ = true;
dirty_texture_binds_ |= 1ULL << unit;
}
/* Bind the texture to slot 0 for editing purpose. Used by legacy pipeline. */
void GLStateManager::texture_bind_temp(GLTexture *tex)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target_, tex->tex_id_);
/* Will reset the first texture that was originally bound to slot 0 back before drawing. */
dirty_texture_binds_ |= 1ULL;
/* NOTE: This might leave this texture attached to this target even after update.
* In practice it is not causing problems as we have incorrect binding detection
* at higher level. */
}
void GLStateManager::texture_unbind(Texture *tex_)
{
GLTexture *tex = static_cast<GLTexture *>(tex_);
if (!tex->is_bound_) {
return;
}
GLuint tex_id = tex->tex_id_;
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
if (textures_[i] == tex_id) {
textures_[i] = 0;
samplers_[i] = 0;
dirty_texture_binds_ |= 1ULL << i;
}
}
tex->is_bound_ = false;
}
void GLStateManager::texture_unbind_all()
{
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
if (textures_[i] != 0) {
textures_[i] = 0;
samplers_[i] = 0;
dirty_texture_binds_ |= 1ULL << i;
}
}
this->texture_bind_apply();
}
void GLStateManager::texture_bind_apply()
{
if (dirty_texture_binds_ == 0) {
return;
}
uint64_t dirty_bind = dirty_texture_binds_;
dirty_texture_binds_ = 0;
int first = bitscan_forward_uint64(dirty_bind);
int last = 64 - bitscan_reverse_uint64(dirty_bind);
int count = last - first;
if (GLContext::multi_bind_support) {
glBindTextures(first, count, textures_ + first);
glBindSamplers(first, count, samplers_ + first);
}
else {
for (int unit = first; unit < last; unit++) {
if ((dirty_bind >> unit) & 1UL) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(targets_[unit], textures_[unit]);
glBindSampler(unit, samplers_[unit]);
}
}
}
}
void GLStateManager::texture_unpack_row_length_set(uint len)
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, len);
}
uint64_t GLStateManager::bound_texture_slots()
{
uint64_t bound_slots = 0;
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
if (textures_[i] != 0) {
bound_slots |= 1ULL << i;
}
}
return bound_slots;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Image Binding (from image load store)
* \{ */
void GLStateManager::image_bind(Texture *tex_, int unit)
{
/* Minimum support is 8 image in the fragment shader. No image for other stages. */
BLI_assert(GPU_shader_image_load_store_support() && unit < 8);
GLTexture *tex = static_cast<GLTexture *>(tex_);
if (G.debug & G_DEBUG_GPU) {
tex->check_feedback_loop();
}
images_[unit] = tex->tex_id_;
formats_[unit] = to_gl_internal_format(tex->format_);
tex->is_bound_ = true;
dirty_image_binds_ |= 1ULL << unit;
}
void GLStateManager::image_unbind(Texture *tex_)
{
GLTexture *tex = static_cast<GLTexture *>(tex_);
if (!tex->is_bound_) {
return;
}
GLuint tex_id = tex->tex_id_;
for (int i = 0; i < ARRAY_SIZE(images_); i++) {
if (images_[i] == tex_id) {
images_[i] = 0;
dirty_image_binds_ |= 1ULL << i;
}
}
tex->is_bound_ = false;
}
void GLStateManager::image_unbind_all()
{
for (int i = 0; i < ARRAY_SIZE(images_); i++) {
if (images_[i] != 0) {
images_[i] = 0;
dirty_image_binds_ |= 1ULL << i;
}
}
this->image_bind_apply();
}
void GLStateManager::image_bind_apply()
{
if (dirty_image_binds_ == 0) {
return;
}
uint32_t dirty_bind = dirty_image_binds_;
dirty_image_binds_ = 0;
int first = bitscan_forward_uint(dirty_bind);
int last = 32 - bitscan_reverse_uint(dirty_bind);
int count = last - first;
if (GLContext::multi_bind_support) {
glBindImageTextures(first, count, images_ + first);
}
else {
for (int unit = first; unit < last; unit++) {
if ((dirty_bind >> unit) & 1UL) {
glBindImageTexture(unit, images_[unit], 0, GL_TRUE, 0, GL_READ_WRITE, formats_[unit]);
}
}
}
}
uint8_t GLStateManager::bound_image_slots()
{
uint8_t bound_slots = 0;
for (int i = 0; i < ARRAY_SIZE(images_); i++) {
if (images_[i] != 0) {
bound_slots |= 1ULL << i;
}
}
return bound_slots;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Memory barrier
* \{ */
void GLStateManager::issue_barrier(eGPUBarrier barrier_bits)
{
glMemoryBarrier(to_gl(barrier_bits));
}
/** \} */
} // namespace blender::gpu