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blender-archive/source/blender/gpu/opengl/gl_state.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++
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While most of the source tree has been included

- `./extern/` was left out.
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  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

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