167 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			167 lines
		
	
	
		
			4.4 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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/** \file
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 * \ingroup gpu
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 */
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#pragma once
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#include "BLI_utildefines.h"
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#include "GPU_state.h"
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#include <cstring>
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namespace blender {
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namespace gpu {
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/* Ecapsulate all pipeline state that we need to track.
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 * Try to keep small to reduce validation time. */
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union GPUState {
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  struct {
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    eGPUWriteMask write_mask : 13;
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    eGPUBlend blend : 4;
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    eGPUFaceCullTest culling_test : 2;
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    eGPUDepthTest depth_test : 3;
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    eGPUStencilTest stencil_test : 3;
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    eGPUStencilOp stencil_op : 3;
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    eGPUProvokingVertex provoking_vert : 1;
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    /** Enable bits. */
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    uint32_t logic_op_xor : 1;
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    uint32_t invert_facing : 1;
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    uint32_t shadow_bias : 1;
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    /** Number of clip distances enabled. */
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    /* TODO(fclem) This should be a shader property. */
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    uint32_t clip_distances : 3;
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    /* TODO(fclem) remove, old opengl features. */
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    uint32_t polygon_smooth : 1;
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    uint32_t line_smooth : 1;
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  };
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  /* Here to allow fast bitwise ops. */
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  uint64_t data;
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};
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BLI_STATIC_ASSERT(sizeof(GPUState) == sizeof(uint64_t), "GPUState is too big.");
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inline bool operator==(const GPUState &a, const GPUState &b)
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{
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  return a.data == b.data;
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}
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inline bool operator!=(const GPUState &a, const GPUState &b)
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{
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  return !(a == b);
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}
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inline GPUState operator^(const GPUState &a, const GPUState &b)
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{
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  GPUState r;
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  r.data = a.data ^ b.data;
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  return r;
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}
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/* Mutable state that does not require pipeline change. */
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union GPUStateMutable {
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  struct {
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    /** Offset + Extent of the drawable region inside the framebuffer. */
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    int viewport_rect[4];
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    /** Offset + Extent of the scissor region inside the framebuffer. */
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    int scissor_rect[4];
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    /** TODO remove */
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    float depth_range[2];
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    /** TODO remove, use explicit clear calls. */
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    float clear_color[4];
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    float clear_depth;
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    /** Negative if using program point size. */
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    /* TODO(fclem) should be passed as uniform to all shaders. */
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    float point_size;
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    /** Not supported on every platform. Prefer using wideline shader. */
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    float line_width;
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    /** Mutable stencil states. */
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    uint8_t stencil_write_mask;
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    uint8_t stencil_compare_mask;
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    uint8_t stencil_reference;
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    uint8_t _pad0;
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    /* IMPORTANT: ensure x64 stuct alignment. */
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  };
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  /* Here to allow fast bitwise ops. */
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  uint64_t data[9];
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};
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BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data),
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                  "GPUStateMutable is too big.");
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inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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  return memcmp(&a, &b, sizeof(GPUStateMutable)) == 0;
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}
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inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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  return !(a == b);
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}
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inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b)
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{
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  GPUStateMutable r;
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  for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
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    r.data[i] = a.data[i] ^ b.data[i];
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  }
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  return r;
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}
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#define GPU_STATE_STACK_LEN 4
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class GPUStateStack {
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 private:
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  /** Stack of state for quick temporary modification of the state. */
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  GPUState stack[GPU_STATE_STACK_LEN];
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  GPUStateMutable mutable_stack[GPU_STATE_STACK_LEN];
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  int stack_top = 0;
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  int mutable_stack_top = 0;
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 public:
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  virtual ~GPUStateStack(){};
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  virtual void set_state(GPUState &state) = 0;
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  virtual void set_mutable_state(GPUStateMutable &state) = 0;
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  void push_stack(void);
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  void pop_stack(void);
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  void push_mutable_stack(void);
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  void pop_mutable_stack(void);
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  inline GPUState &stack_top_get(void);
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  inline GPUStateMutable &mutable_stack_top_get(void);
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};
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inline GPUState &GPUStateStack::stack_top_get(void)
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{
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  return stack[stack_top];
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}
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inline GPUStateMutable &GPUStateStack::mutable_stack_top_get(void)
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{
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  return mutable_stack[mutable_stack_top];
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}
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}  // namespace gpu
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}  // namespace blender
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