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
		
			
				
	
	
		
			138 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 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 "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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  /** Another reference to the active frame-buffer. */
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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() override;
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  /**
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   * Will set all the states regardless of the current ones.
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   */
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  void force_state() 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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  /**
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   * Bind the texture to slot 0 for editing purpose. Used by legacy pipeline.
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   */
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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() 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() override;
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  void texture_unpack_row_length_set(uint len) override;
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  uint64_t bound_texture_slots();
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  uint8_t bound_image_slots();
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 private:
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  static void set_write_mask(eGPUWriteMask value);
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  static void set_depth_test(eGPUDepthTest value);
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  static void set_stencil_test(eGPUStencilTest test, eGPUStencilOp operation);
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  static void set_stencil_mask(eGPUStencilTest test, const GPUStateMutable state);
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  static void set_clip_distances(int new_dist_len, int old_dist_len);
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  static void set_logic_op(bool enable);
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  static void set_facing(bool invert);
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  static void set_backface_culling(eGPUFaceCullTest test);
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  static void set_provoking_vert(eGPUProvokingVertex vert);
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  static void set_shadow_bias(bool enable);
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  static void set_blend(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();
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  void image_bind_apply();
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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_SHADER_STORAGE) {
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    barrier |= GL_SHADER_STORAGE_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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  if (barrier_bits & GPU_BARRIER_TEXTURE_UPDATE) {
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    barrier |= GL_TEXTURE_UPDATE_BARRIER_BIT;
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  }
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  if (barrier_bits & GPU_BARRIER_COMMAND) {
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    barrier |= GL_COMMAND_BARRIER_BIT;
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  }
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  if (barrier_bits & GPU_BARRIER_FRAMEBUFFER) {
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    barrier |= GL_FRAMEBUFFER_BARRIER_BIT;
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  }
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  if (barrier_bits & GPU_BARRIER_VERTEX_ATTRIB_ARRAY) {
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    barrier |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
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  }
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  if (barrier_bits & GPU_BARRIER_ELEMENT_ARRAY) {
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    barrier |= GL_ELEMENT_ARRAY_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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