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
|
|
* Copyright 2020 Blender Foundation. */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "BLI_utildefines.h"
|
|
|
|
#include "gpu_state_private.hh"
|
|
|
|
#include "glew-mx.h"
|
|
|
|
namespace blender {
|
|
namespace gpu {
|
|
|
|
class GLFrameBuffer;
|
|
class GLTexture;
|
|
|
|
/**
|
|
* State manager keeping track of the draw state and applying it before drawing.
|
|
* Opengl Implementation.
|
|
*/
|
|
class GLStateManager : public StateManager {
|
|
public:
|
|
/** Another reference to the active frame-buffer. */
|
|
GLFrameBuffer *active_fb = nullptr;
|
|
|
|
private:
|
|
/** Current state of the GL implementation. Avoids resetting the whole state for every change. */
|
|
GPUState current_;
|
|
GPUStateMutable current_mutable_;
|
|
/** Limits. */
|
|
float line_width_range_[2];
|
|
|
|
/** Texture state:
|
|
* We keep the full stack of textures and sampler bounds to use multi bind, and to be able to
|
|
* edit and restore texture binds on the fly without querying the context.
|
|
* Also this allows us to keep track of textures bounds to many texture units.
|
|
* Keep the targets to know what target to set to 0 for unbinding (legacy).
|
|
* Init first target to GL_TEXTURE_2D for texture_bind_temp to work.
|
|
*/
|
|
GLuint targets_[64] = {GL_TEXTURE_2D};
|
|
GLuint textures_[64] = {0};
|
|
GLuint samplers_[64] = {0};
|
|
uint64_t dirty_texture_binds_ = 0;
|
|
|
|
GLuint images_[8] = {0};
|
|
GLenum formats_[8] = {0};
|
|
uint8_t dirty_image_binds_ = 0;
|
|
|
|
public:
|
|
GLStateManager();
|
|
|
|
void apply_state() override;
|
|
/**
|
|
* Will set all the states regardless of the current ones.
|
|
*/
|
|
void force_state() override;
|
|
|
|
void issue_barrier(eGPUBarrier barrier_bits) override;
|
|
|
|
void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override;
|
|
/**
|
|
* Bind the texture to slot 0 for editing purpose. Used by legacy pipeline.
|
|
*/
|
|
void texture_bind_temp(GLTexture *tex);
|
|
void texture_unbind(Texture *tex) override;
|
|
void texture_unbind_all() override;
|
|
|
|
void image_bind(Texture *tex, int unit) override;
|
|
void image_unbind(Texture *tex) override;
|
|
void image_unbind_all() override;
|
|
|
|
void texture_unpack_row_length_set(uint len) override;
|
|
|
|
uint64_t bound_texture_slots();
|
|
uint8_t bound_image_slots();
|
|
|
|
private:
|
|
static void set_write_mask(eGPUWriteMask value);
|
|
static void set_depth_test(eGPUDepthTest value);
|
|
static void set_stencil_test(eGPUStencilTest test, eGPUStencilOp operation);
|
|
static void set_stencil_mask(eGPUStencilTest test, const GPUStateMutable state);
|
|
static void set_clip_distances(int new_dist_len, int old_dist_len);
|
|
static void set_logic_op(bool enable);
|
|
static void set_facing(bool invert);
|
|
static void set_backface_culling(eGPUFaceCullTest test);
|
|
static void set_provoking_vert(eGPUProvokingVertex vert);
|
|
static void set_shadow_bias(bool enable);
|
|
static void set_blend(eGPUBlend value);
|
|
|
|
void set_state(const GPUState &state);
|
|
void set_mutable_state(const GPUStateMutable &state);
|
|
|
|
void texture_bind_apply();
|
|
void image_bind_apply();
|
|
|
|
MEM_CXX_CLASS_ALLOC_FUNCS("GLStateManager")
|
|
};
|
|
|
|
static inline GLbitfield to_gl(eGPUBarrier barrier_bits)
|
|
{
|
|
GLbitfield barrier = 0;
|
|
if (barrier_bits & GPU_BARRIER_SHADER_IMAGE_ACCESS) {
|
|
barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
|
|
}
|
|
if (barrier_bits & GPU_BARRIER_SHADER_STORAGE) {
|
|
barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
|
|
}
|
|
if (barrier_bits & GPU_BARRIER_TEXTURE_FETCH) {
|
|
barrier |= GL_TEXTURE_FETCH_BARRIER_BIT;
|
|
}
|
|
if (barrier_bits & GPU_BARRIER_TEXTURE_UPDATE) {
|
|
barrier |= GL_TEXTURE_UPDATE_BARRIER_BIT;
|
|
}
|
|
if (barrier_bits & GPU_BARRIER_COMMAND) {
|
|
barrier |= GL_COMMAND_BARRIER_BIT;
|
|
}
|
|
if (barrier_bits & GPU_BARRIER_FRAMEBUFFER) {
|
|
barrier |= GL_FRAMEBUFFER_BARRIER_BIT;
|
|
}
|
|
if (barrier_bits & GPU_BARRIER_VERTEX_ATTRIB_ARRAY) {
|
|
barrier |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
|
|
}
|
|
if (barrier_bits & GPU_BARRIER_ELEMENT_ARRAY) {
|
|
barrier |= GL_ELEMENT_ARRAY_BARRIER_BIT;
|
|
}
|
|
return barrier;
|
|
}
|
|
|
|
} // namespace gpu
|
|
} // namespace blender
|