GPUState: Add GL backend and state tracking but do not use it

This is just the backend work. It is not plugged in yet because it
needs more external cleanup/refactor.
This commit is contained in:
Clément Foucault 2020-08-16 14:01:07 +02:00
parent 2eddfa85e0
commit 2ae1c895a2
7 changed files with 717 additions and 21 deletions

View File

@ -93,6 +93,7 @@ set(SRC
opengl/gl_context.cc
opengl/gl_drawlist.cc
opengl/gl_shader.cc
opengl/gl_state.cc
opengl/gl_vertex_array.cc
GPU_attr_binding.h
@ -139,6 +140,7 @@ set(SRC
intern/gpu_private.h
intern/gpu_select_private.h
intern/gpu_shader_private.hh
intern/gpu_state_private.hh
intern/gpu_vertex_format_private.h
opengl/gl_backend.hh
@ -146,6 +148,7 @@ set(SRC
opengl/gl_context.hh
opengl/gl_drawlist.hh
opengl/gl_shader.hh
opengl/gl_state.hh
opengl/gl_vertex_array.hh
)

View File

@ -112,15 +112,6 @@ typedef enum eGPUMatFlag {
GPU_MATFLAG_BARYCENTRIC = (1 << 4),
} eGPUMatFlag;
typedef enum eGPUBlendMode {
GPU_BLEND_SOLID = 0,
GPU_BLEND_ADD = 1,
GPU_BLEND_ALPHA = 2,
GPU_BLEND_CLIP = 4,
GPU_BLEND_ALPHA_SORT = 8,
GPU_BLEND_ALPHA_TO_COVERAGE = 16,
} eGPUBlendMode;
typedef struct GPUNodeStack {
eGPUType type;
float vec[4];

View File

@ -24,6 +24,70 @@
extern "C" {
#endif
typedef enum eGPUWriteMask {
GPU_WRITE_RED = (1 << 0),
GPU_WRITE_GREEN = (1 << 1),
GPU_WRITE_BLUE = (1 << 2),
GPU_WRITE_ALPHA = (1 << 3),
GPU_WRITE_DEPTH = (1 << 4),
GPU_WRITE_COLOR = (GPU_WRITE_RED | GPU_WRITE_GREEN | GPU_WRITE_BLUE | GPU_WRITE_ALPHA),
} eGPUWriteMask;
/**
* Defines the fixed pipeline blending equation.
* SRC is the output color from the shader.
* DST is the color from the framebuffer.
* The blending equation is :
* (SRC * A) + (DST * B).
* The blend mode will modify the A and B parameters.
*/
typedef enum eGPUBlend {
GPU_BLEND_NONE = 0,
/** Premult variants will _NOT_ multiply rgb output by alpha. */
GPU_BLEND_ALPHA,
GPU_BLEND_ALPHA_PREMULT,
GPU_BLEND_ADDITIVE,
GPU_BLEND_ADDITIVE_PREMULT,
GPU_BLEND_MULTIPLY,
GPU_BLEND_SUBTRACT,
/** Replace logic op: SRC * (1 - DST)
* NOTE: Does not modify alpha. */
GPU_BLEND_INVERT,
/** Order independant transparency.
* NOTE: Cannot be used as is. Needs special setup (framebuffer, shader ...). */
GPU_BLEND_OIT,
/** Special blend to add color under and multiply dst color by src alpha. */
GPU_BLEND_BACKGROUND,
/** Custom blend parameters using dual source blending : SRC0 + SRC1 * DST
* NOTE: Can only be used with _ONE_ Draw Buffer and shader needs to be specialized. */
GPU_BLEND_CUSTOM,
} eGPUBlend;
typedef enum eGPUDepthTest {
GPU_DEPTH_NONE = 0,
GPU_DEPTH_ALWAYS,
GPU_DEPTH_LESS,
GPU_DEPTH_LESS_EQUAL,
GPU_DEPTH_EQUAL,
GPU_DEPTH_GREATER,
GPU_DEPTH_GREATER_EQUAL,
} eGPUDepthTest;
typedef enum eGPUStencilTest {
GPU_STENCIL_NONE = 0,
GPU_STENCIL_ALWAYS,
GPU_STENCIL_EQUAL,
GPU_STENCIL_NEQUAL,
} eGPUStencilTest;
typedef enum eGPUStencilOp {
GPU_STENCIL_OP_NONE = 0,
GPU_STENCIL_OP_REPLACE,
/** Special values for stencil shadows. */
GPU_STENCIL_OP_COUNT_DEPTH_PASS,
GPU_STENCIL_OP_COUNT_DEPTH_FAIL,
} eGPUStencilOp;
/* These map directly to the GL_ blend functions, to minimize API add as needed*/
typedef enum eGPUBlendFunction {
GPU_ONE,
@ -33,21 +97,15 @@ typedef enum eGPUBlendFunction {
GPU_ZERO,
} eGPUBlendFunction;
/* These map directly to the GL_ filter functions, to minimize API add as needed*/
typedef enum eGPUFilterFunction {
GPU_NEAREST,
GPU_LINEAR,
} eGPUFilterFunction;
typedef enum eGPUFaceCull {
typedef enum eGPUFaceCullTest {
GPU_CULL_NONE = 0, /* Culling disabled. */
GPU_CULL_FRONT,
GPU_CULL_BACK,
} eGPUFaceCull;
} eGPUFaceCullTest;
typedef enum eGPUProvokingVertex {
GPU_VERTEX_FIRST = 0,
GPU_VERTEX_LAST, /* Default */
GPU_VERTEX_LAST = 0, /* Default. */
GPU_VERTEX_FIRST = 1, /* Follow Blender loop order. */
} eGPUProvokingVertex;
/* Initialize
@ -62,7 +120,7 @@ void GPU_blend_set_func_separate(eGPUBlendFunction src_rgb,
eGPUBlendFunction dst_rgb,
eGPUBlendFunction src_alpha,
eGPUBlendFunction dst_alpha);
void GPU_face_culling(eGPUFaceCull culling);
void GPU_face_culling(eGPUFaceCullTest culling);
void GPU_front_facing(bool invert);
void GPU_provoking_vertex(eGPUProvokingVertex vert);
void GPU_depth_range(float near, float far);

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@ -33,6 +33,10 @@
#include "GPU_glew.h"
#include "GPU_state.h"
#include "gpu_state_private.hh"
using namespace blender::gpu;
static GLenum gpu_get_gl_blendfunction(eGPUBlendFunction blend)
{
switch (blend) {
@ -78,7 +82,7 @@ void GPU_blend_set_func_separate(eGPUBlendFunction src_rgb,
gpu_get_gl_blendfunction(dst_alpha));
}
void GPU_face_culling(eGPUFaceCull culling)
void GPU_face_culling(eGPUFaceCullTest culling)
{
if (culling == GPU_CULL_NONE) {
glDisable(GL_CULL_FACE);
@ -269,6 +273,35 @@ bool GPU_mipmap_enabled(void)
return true;
}
/* -------------------------------------------------------------------- */
/** \name Draw State (DRW_state)
* \{ */
void GPUStateStack::push_stack(void)
{
stack[stack_top + 1] = stack[stack_top];
stack_top++;
}
void GPUStateStack::pop_stack(void)
{
stack_top--;
}
void GPUStateStack::push_mutable_stack(void)
{
mutable_stack[mutable_stack_top + 1] = mutable_stack[mutable_stack_top];
mutable_stack_top++;
}
void GPUStateStack::pop_mutable_stack(void)
{
mutable_stack_top--;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPU Push/Pop State
* \{ */

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@ -0,0 +1,164 @@
/*
* 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.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utildefines.h"
#include "GPU_state.h"
#include <cstring>
namespace blender {
namespace gpu {
/* Ecapsulate all pipeline state that we need to track.
* Try to keep small to reduce validation time. */
union GPUState {
struct {
eGPUWriteMask write_mask : 13;
eGPUBlend blend : 4;
eGPUFaceCullTest culling_test : 2;
eGPUDepthTest depth_test : 3;
eGPUStencilTest stencil_test : 3;
eGPUStencilOp stencil_op : 3;
eGPUProvokingVertex provoking_vert : 1;
/** Enable bits. */
uint32_t logic_op_xor : 1;
uint32_t invert_facing : 1;
uint32_t shadow_bias : 1;
/** Number of clip distances enabled. */
/* TODO(fclem) This should be a shader property. */
uint32_t clip_distances : 3;
/* TODO(fclem) remove, old opengl features. */
uint32_t polygon_smooth : 1;
uint32_t line_smooth : 1;
};
/* Here to allow fast bitwise ops. */
uint64_t data;
};
BLI_STATIC_ASSERT(sizeof(GPUState) == sizeof(uint64_t), "GPUState is too big.");
inline bool operator==(const GPUState &a, const GPUState &b)
{
return a.data == b.data;
}
inline bool operator!=(const GPUState &a, const GPUState &b)
{
return !(a == b);
}
inline GPUState operator^(const GPUState &a, const GPUState &b)
{
GPUState r;
r.data = a.data ^ b.data;
return r;
}
/* Mutable state that does not require pipeline change. */
union GPUStateMutable {
struct {
/** Offset + Extent of the drawable region inside the framebuffer. */
int viewport_rect[4];
/** Offset + Extent of the scissor region inside the framebuffer. */
int scissor_rect[4];
/** TODO remove */
float depth_range[2];
/** TODO remove, use explicit clear calls. */
float clear_color[4];
float clear_depth;
/** Negative if using program point size. */
/* TODO(fclem) should be passed as uniform to all shaders. */
float point_size;
/** Not supported on every platform. Prefer using wideline shader. */
float line_width;
/** Mutable stencil states. */
uint8_t stencil_write_mask;
uint8_t stencil_compare_mask;
uint8_t stencil_reference;
uint8_t _pad0;
/* IMPORTANT: ensure x64 stuct alignment. */
};
/* Here to allow fast bitwise ops. */
uint64_t data[9];
};
BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data),
"GPUStateMutable is too big.");
inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b)
{
return memcmp(&a, &b, sizeof(GPUStateMutable)) == 0;
}
inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b)
{
return !(a == b);
}
inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b)
{
GPUStateMutable r;
for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
r.data[i] = a.data[i] ^ b.data[i];
}
return r;
}
#define GPU_STATE_STACK_LEN 4
class GPUStateStack {
private:
/** Stack of state for quick temporary modification of the state. */
GPUState stack[GPU_STATE_STACK_LEN];
GPUStateMutable mutable_stack[GPU_STATE_STACK_LEN];
int stack_top = 0;
int mutable_stack_top = 0;
public:
virtual void set_state(GPUState &state) = 0;
virtual void set_mutable_state(GPUStateMutable &state) = 0;
void push_stack(void);
void pop_stack(void);
void push_mutable_stack(void);
void pop_mutable_stack(void);
inline GPUState &stack_top_get(void);
inline GPUStateMutable &mutable_stack_top_get(void);
};
inline GPUState &GPUStateStack::stack_top_get(void)
{
return stack[stack_top];
}
inline GPUStateMutable &GPUStateStack::mutable_stack_top_get(void)
{
return mutable_stack[mutable_stack_top];
}
} // namespace gpu
} // namespace blender

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@ -0,0 +1,389 @@
/*
* 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.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup gpu
*/
#include "BLI_math_base.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "GPU_state.h"
#include "gl_state.hh"
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name GLStateStack
* \{ */
void GLStateStack::set_state(GPUState &state)
{
GPUState changed = state ^ current_;
if (changed.write_mask != 0) {
set_write_mask(state.write_mask);
}
if (changed.depth_test != 0) {
set_depth_test(state.depth_test);
}
if (changed.stencil_test != 0 || changed.stencil_op != 0) {
set_stencil_test(state.stencil_test, state.stencil_op);
set_stencil_mask(state.stencil_test, mutable_stack_top_get());
}
if (changed.clip_distances != 0) {
set_clip_distances(state.clip_distances, current_.clip_distances);
}
if (changed.culling_test != 0) {
set_backface_culling(state.culling_test);
}
if (changed.logic_op_xor != 0) {
set_logic_op(state.logic_op_xor);
}
if (changed.invert_facing != 0) {
set_facing(state.invert_facing);
}
if (changed.provoking_vert != 0) {
set_provoking_vert(state.provoking_vert);
}
if (changed.shadow_bias != 0) {
set_shadow_bias(state.shadow_bias);
}
/* TODO remove */
if (changed.polygon_smooth) {
if (state.polygon_smooth) {
glEnable(GL_POLYGON_SMOOTH);
}
else {
glDisable(GL_POLYGON_SMOOTH);
}
}
if (changed.line_smooth) {
if (state.line_smooth) {
glEnable(GL_LINE_SMOOTH);
}
else {
glDisable(GL_LINE_SMOOTH);
}
}
current_ = state;
}
void GLStateStack::set_mutable_state(GPUStateMutable &state)
{
GPUStateMutable changed = state ^ current_mutable_;
glViewport(UNPACK4(state.viewport_rect));
if ((changed.scissor_rect[0] != 0) || (changed.scissor_rect[1] != 0) ||
(changed.scissor_rect[2] != 0) || (changed.scissor_rect[3] != 0)) {
glScissor(UNPACK4(state.scissor_rect));
if ((state.scissor_rect[0] != state.viewport_rect[0]) ||
(state.scissor_rect[1] != state.viewport_rect[1]) ||
(state.scissor_rect[2] != state.viewport_rect[2]) ||
(state.scissor_rect[3] != state.viewport_rect[3])) {
glEnable(GL_SCISSOR_TEST);
}
else {
glDisable(GL_SCISSOR_TEST);
}
}
/* TODO remove, should be uniform. */
if (state.point_size > 0.0f) {
glEnable(GL_PROGRAM_POINT_SIZE);
glPointSize(state.point_size);
}
else {
glDisable(GL_PROGRAM_POINT_SIZE);
}
if (changed.line_width != 0) {
/* TODO remove, should use wide line shader. */
glLineWidth(clamp_f(state.line_width, 1.0f, GPU_max_line_width()));
}
if (changed.depth_range[0] != 0 || changed.depth_range[1] != 0) {
/* TODO remove, should modify the projection matrix instead. */
glDepthRange(UNPACK2(state.depth_range));
}
if (changed.stencil_compare_mask != 0 || changed.stencil_reference != 0 ||
changed.stencil_write_mask != 0) {
set_stencil_mask(current_.stencil_test, state);
}
current_mutable_ = state;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name State set functions
* \{ */
void GLStateStack::set_write_mask(const eGPUWriteMask value)
{
glDepthMask((value & GPU_WRITE_DEPTH) != 0);
glColorMask((value & GPU_WRITE_RED) != 0,
(value & GPU_WRITE_GREEN) != 0,
(value & GPU_WRITE_BLUE) != 0,
(value & GPU_WRITE_ALPHA) != 0);
}
void GLStateStack::set_depth_test(const eGPUDepthTest value)
{
GLenum func;
switch (value) {
case GPU_DEPTH_LESS:
func = GL_LESS;
break;
case GPU_DEPTH_LESS_EQUAL:
func = GL_LEQUAL;
break;
case GPU_DEPTH_EQUAL:
func = GL_EQUAL;
break;
case GPU_DEPTH_GREATER:
func = GL_GREATER;
break;
case GPU_DEPTH_GREATER_EQUAL:
func = GL_GEQUAL;
break;
case GPU_DEPTH_ALWAYS:
default:
func = GL_ALWAYS;
break;
}
if (value != GPU_DEPTH_NONE) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(func);
}
else {
glDisable(GL_DEPTH_TEST);
}
}
void GLStateStack::set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation)
{
switch (operation) {
case GPU_STENCIL_OP_REPLACE:
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
break;
case GPU_STENCIL_OP_COUNT_DEPTH_PASS:
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
break;
case GPU_STENCIL_OP_COUNT_DEPTH_FAIL:
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
break;
case GPU_STENCIL_OP_NONE:
default:
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
if (test != GPU_STENCIL_NONE) {
glEnable(GL_STENCIL_TEST);
}
else {
glDisable(GL_STENCIL_TEST);
}
}
void GLStateStack::set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state)
{
GLenum func;
switch (test) {
case GPU_STENCIL_NEQUAL:
func = GL_NOTEQUAL;
break;
case GPU_STENCIL_EQUAL:
func = GL_EQUAL;
break;
case GPU_STENCIL_ALWAYS:
func = GL_ALWAYS;
break;
case GPU_STENCIL_NONE:
default:
glStencilMask(0x00);
glStencilFunc(GL_ALWAYS, 0x00, 0x00);
return;
}
glStencilMask(state.stencil_write_mask);
glStencilFunc(func, state.stencil_reference, state.stencil_compare_mask);
}
void GLStateStack::set_clip_distances(const int new_dist_len, const int old_dist_len)
{
for (int i = 0; i < new_dist_len; i++) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
for (int i = new_dist_len; i < old_dist_len; i++) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
void GLStateStack::set_logic_op(const bool enable)
{
if (enable) {
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_XOR);
}
else {
glDisable(GL_COLOR_LOGIC_OP);
}
}
void GLStateStack::set_facing(const bool invert)
{
glFrontFace((invert) ? GL_CW : GL_CCW);
}
void GLStateStack::set_backface_culling(const eGPUFaceCullTest test)
{
if (test != GPU_CULL_NONE) {
glDisable(GL_CULL_FACE);
}
else {
glEnable(GL_CULL_FACE);
glCullFace((test == GPU_CULL_FRONT) ? GL_FRONT : GL_BACK);
}
}
void GLStateStack::set_provoking_vert(const eGPUProvokingVertex vert)
{
GLenum value = (vert == GPU_VERTEX_FIRST) ? GL_FIRST_VERTEX_CONVENTION :
GL_LAST_VERTEX_CONVENTION;
glProvokingVertex(value);
}
void GLStateStack::set_shadow_bias(const bool enable)
{
if (enable) {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
/* 2.0 Seems to be the lowest possible slope bias that works in every case. */
glPolygonOffset(2.0f, 1.0f);
}
else {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
}
}
void GLStateStack::set_blend(const eGPUBlend value)
{
/**
* Factors to the equation.
* SRC is fragment shader output.
* DST is framebuffer color.
* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
**/
GLenum src_rgb, src_alpha, dst_rgb, dst_alpha;
switch (value) {
default:
case GPU_BLEND_ALPHA: {
src_rgb = GL_SRC_ALPHA;
dst_rgb = GL_ONE_MINUS_SRC_ALPHA;
src_alpha = GL_ONE;
dst_alpha = GL_ONE_MINUS_SRC_ALPHA;
break;
}
case GPU_BLEND_ALPHA_PREMULT: {
src_rgb = GL_ONE;
dst_rgb = GL_ONE_MINUS_SRC_ALPHA;
src_alpha = GL_ONE;
dst_alpha = GL_ONE_MINUS_SRC_ALPHA;
break;
}
case GPU_BLEND_ADDITIVE: {
/* Do not let alpha accumulate but premult the source RGB by it. */
src_rgb = GL_SRC_ALPHA;
dst_rgb = GL_ONE;
src_alpha = GL_ZERO;
dst_alpha = GL_ONE;
break;
}
case GPU_BLEND_SUBTRACT:
case GPU_BLEND_ADDITIVE_PREMULT: {
/* Let alpha accumulate. */
src_rgb = GL_ONE;
dst_rgb = GL_ONE;
src_alpha = GL_ONE;
dst_alpha = GL_ONE;
break;
}
case GPU_BLEND_MULTIPLY: {
src_rgb = GL_DST_COLOR;
dst_rgb = GL_ZERO;
src_alpha = GL_DST_ALPHA;
dst_alpha = GL_ZERO;
break;
}
case GPU_BLEND_INVERT: {
src_rgb = GL_ONE_MINUS_DST_COLOR;
dst_rgb = GL_ZERO;
src_alpha = GL_ZERO;
dst_alpha = GL_ONE;
break;
}
case GPU_BLEND_OIT: {
src_rgb = GL_ONE;
dst_rgb = GL_ONE;
src_alpha = GL_ZERO;
dst_alpha = GL_ONE_MINUS_SRC_ALPHA;
break;
}
case GPU_BLEND_BACKGROUND: {
src_rgb = GL_ONE_MINUS_DST_ALPHA;
dst_rgb = GL_SRC_ALPHA;
src_alpha = GL_ZERO;
dst_alpha = GL_SRC_ALPHA;
break;
}
case GPU_BLEND_CUSTOM: {
src_rgb = GL_ONE;
dst_rgb = GL_SRC1_COLOR;
src_alpha = GL_ONE;
dst_alpha = GL_SRC1_ALPHA;
break;
}
}
if (value != GPU_BLEND_NONE) {
glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha);
glEnable(GL_BLEND);
}
else {
glDisable(GL_BLEND);
}
}
/** \} */

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@ -0,0 +1,58 @@
/*
* 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.
*
* Copyright 2020, Blender Foundation.
*/
/** \file
* \ingroup gpu
*/
#include "BLI_utildefines.h"
#include "gpu_state_private.hh"
#include "glew-mx.h"
namespace blender {
namespace gpu {
class GLStateStack : public GPUStateStack {
private:
/** Current state of the GL implementation. Avoids resetting the whole state for every change. */
GPUState current_;
GPUStateMutable current_mutable_;
public:
void set_state(GPUState &state) override;
void set_mutable_state(GPUStateMutable &state) override;
public:
/* TODO to become private */
static void set_write_mask(const eGPUWriteMask value);
static void set_depth_test(const eGPUDepthTest value);
static void set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation);
static void set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state);
static void set_clip_distances(const int new_dist_len, const int old_dist_len);
static void set_logic_op(const bool enable);
static void set_facing(const bool invert);
static void set_backface_culling(const eGPUFaceCullTest test);
static void set_provoking_vert(const eGPUProvokingVertex vert);
static void set_shadow_bias(const bool enable);
static void set_blend(const eGPUBlend value);
};
} // namespace gpu
} // namespace blender