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blender-archive/source/blender/gpu/intern/gpu_state.c
Clément Foucault 53cd37d510 GPU: State: Disable polygon smooth and line smooth when running --debug-gpu
This might prove usefull when debugging some driver perf issues.
2019-03-23 23:47:12 +01:00

163 lines
3.3 KiB
C

/*
* 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.
*/
/** \file
* \ingroup gpu
*/
#include "DNA_userdef_types.h"
#include "BKE_global.h"
#include "GPU_glew.h"
#include "GPU_state.h"
#include "GPU_extensions.h"
static GLenum gpu_get_gl_blendfunction(eGPUBlendFunction blend)
{
switch (blend) {
case GPU_ONE:
return GL_ONE;
case GPU_SRC_ALPHA:
return GL_SRC_ALPHA;
case GPU_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case GPU_DST_COLOR:
return GL_DST_COLOR;
case GPU_ZERO:
return GL_ZERO;
default:
BLI_assert(!"Unhandled blend mode");
return GL_ZERO;
}
}
void GPU_blend(bool enable)
{
if (enable) {
glEnable(GL_BLEND);
}
else {
glDisable(GL_BLEND);
}
}
void GPU_blend_set_func(eGPUBlendFunction sfactor, eGPUBlendFunction dfactor)
{
glBlendFunc(gpu_get_gl_blendfunction(sfactor), gpu_get_gl_blendfunction(dfactor));
}
void GPU_blend_set_func_separate(
eGPUBlendFunction src_rgb, eGPUBlendFunction dst_rgb,
eGPUBlendFunction src_alpha, eGPUBlendFunction dst_alpha)
{
glBlendFuncSeparate(
gpu_get_gl_blendfunction(src_rgb),
gpu_get_gl_blendfunction(dst_rgb),
gpu_get_gl_blendfunction(src_alpha),
gpu_get_gl_blendfunction(dst_alpha));
}
void GPU_depth_range(float near, float far)
{
/* glDepthRangef is only for OpenGL 4.1 or higher */
glDepthRange(near, far);
}
void GPU_depth_test(bool enable)
{
if (enable) {
glEnable(GL_DEPTH_TEST);
}
else {
glDisable(GL_DEPTH_TEST);
}
}
bool GPU_depth_test_enabled()
{
return glIsEnabled(GL_DEPTH_TEST);
}
void GPU_line_smooth(bool enable)
{
if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
glEnable(GL_LINE_SMOOTH);
}
else {
glDisable(GL_LINE_SMOOTH);
}
}
void GPU_line_width(float width)
{
float max_size = GPU_max_line_width();
float final_size = width * U.pixelsize;
/* Fix opengl errors on certain platform / drivers. */
CLAMP(final_size, 1.0f, max_size);
glLineWidth(final_size);
}
void GPU_point_size(float size)
{
glPointSize(size * U.pixelsize);
}
void GPU_polygon_smooth(bool enable)
{
if (enable && ((G.debug & G_DEBUG_GPU) == 0)) {
glEnable(GL_POLYGON_SMOOTH);
}
else {
glDisable(GL_POLYGON_SMOOTH);
}
}
void GPU_scissor(int x, int y, int width, int height)
{
glScissor(x, y, width, height);
}
void GPU_scissor_get_f(float coords[4])
{
glGetFloatv(GL_SCISSOR_BOX, coords);
}
void GPU_scissor_get_i(int coords[4])
{
glGetIntegerv(GL_SCISSOR_BOX, coords);
}
void GPU_viewport_size_get_f(float coords[4])
{
glGetFloatv(GL_VIEWPORT, coords);
}
void GPU_viewport_size_get_i(int coords[4])
{
glGetIntegerv(GL_VIEWPORT, coords);
}
void GPU_flush(void)
{
glFlush();
}
void GPU_finish(void)
{
glFinish();
}