129 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * Copyright 2020, Blender Foundation.
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|  */
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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #pragma once
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #include "BLI_utildefines.h"
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| 
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| #include "gpu_state_private.hh"
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| 
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| #include "glew-mx.h"
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| 
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| namespace blender {
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| namespace gpu {
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| 
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| class GLFrameBuffer;
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| class GLTexture;
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| 
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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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|   /** Anothter reference to the active framebuffer. */
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|   GLFrameBuffer *active_fb = nullptr;
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| 
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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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| 
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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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| 
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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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| 
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|  public:
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|   GLStateManager();
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| 
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|   void apply_state(void) override;
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|   void force_state(void) override;
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| 
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|   void issue_barrier(eGPUBarrier barrier_bits) override;
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| 
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|   void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override;
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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(void) override;
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| 
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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(void) override;
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| 
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|   void texture_unpack_row_length_set(uint len) override;
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| 
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|   uint64_t bound_texture_slots(void);
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|   uint8_t bound_image_slots(void);
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| 
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|  private:
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|   static void set_write_mask(const eGPUWriteMask value);
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|   static void set_depth_test(const eGPUDepthTest value);
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|   static void set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation);
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|   static void set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state);
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|   static void set_clip_distances(const int new_dist_len, const int old_dist_len);
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|   static void set_logic_op(const bool enable);
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|   static void set_facing(const bool invert);
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|   static void set_backface_culling(const eGPUFaceCullTest test);
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|   static void set_provoking_vert(const eGPUProvokingVertex vert);
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|   static void set_shadow_bias(const bool enable);
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|   static void set_blend(const eGPUBlend value);
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| 
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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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| 
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|   void texture_bind_apply(void);
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|   void image_bind_apply(void);
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| 
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|   MEM_CXX_CLASS_ALLOC_FUNCS("GLStateManager")
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| };
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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_TEXTURE_FETCH) {
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|     barrier |= GL_TEXTURE_FETCH_BARRIER_BIT;
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|   }
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|   return barrier;
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| }
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| 
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| }  // namespace gpu
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| }  // namespace blender
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