Cleanup: GPU: Move depth/color masks functions to GPU_state

This commit is contained in:
Clément Foucault 2020-07-16 04:16:10 +02:00
parent 436d38bb54
commit 5099cbeec9
Notes: blender-bot 2023-02-14 07:39:44 +01:00
Referenced by issue #79008, Selecting in Edit mode is broken if X-Ray is off.
12 changed files with 60 additions and 36 deletions

View File

@ -98,12 +98,7 @@ void drw_state_set(DRWState state)
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
if (test == 1) {
glDepthMask(GL_TRUE);
}
else {
glDepthMask(GL_FALSE);
}
GPU_depth_mask(test == 1);
}
}
@ -142,10 +137,10 @@ void drw_state_set(DRWState state)
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
if (test == 1) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GPU_color_mask(true, true, true, true);
}
else {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
GPU_color_mask(false, false, false, false);
}
}
}

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@ -103,9 +103,9 @@ void DRW_draw_cursor(void)
Scene *scene = draw_ctx->scene;
ViewLayer *view_layer = draw_ctx->view_layer;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
GPU_depth_test(false);
if (is_cursor_visible(draw_ctx, scene, view_layer)) {
int co[2];
@ -217,5 +217,5 @@ void DRW_draw_gizmo_2d(void)
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
glDepthMask(GL_TRUE);
GPU_depth_mask(true);
}

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@ -555,11 +555,8 @@ static void annotation_draw_strokes(const bGPDframe *gpf,
/* check which stroke-drawer to use */
if (dflag & GP_DRAWDATA_ONLY3D) {
const int no_xray = (dflag & GP_DRAWDATA_NO_XRAY);
int mask_orig = 0;
if (no_xray) {
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
glDepthMask(0);
GPU_depth_test(true);
/* first arg is normally rv3d->dist, but this isn't
@ -578,7 +575,6 @@ static void annotation_draw_strokes(const bGPDframe *gpf,
}
if (no_xray) {
glDepthMask(mask_orig);
GPU_depth_test(false);
bglPolygonOffset(0.0, 0.0);
@ -743,12 +739,18 @@ static void annotation_draw_data(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
GPU_blend(true);
/* Do not write to depth (avoid self-occlusion). */
bool prev_depth_mask = GPU_depth_mask_get();
GPU_depth_mask(false);
/* draw! */
annotation_draw_data_layers(gpd, offsx, offsy, winx, winy, cfra, dflag);
/* turn off alpha blending, then smooth lines */
GPU_blend(false); // alpha blending
GPU_line_smooth(false); // smooth lines
GPU_depth_mask(prev_depth_mask);
}
/* if we have strokes for scenes (3d view)/clips (movie clip editor)

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@ -306,6 +306,10 @@ static void gpencil_draw_strokes(tGPDdraw *tgpw)
GPU_program_point_size(true);
/* Do not write to depth (avoid self-occlusion). */
bool prev_depth_mask = GPU_depth_mask_get();
GPU_depth_mask(false);
bGPDstroke *gps_init = (tgpw->gps) ? tgpw->gps : tgpw->t_gpf->strokes.first;
for (bGPDstroke *gps = gps_init; gps; gps = gps->next) {
@ -343,11 +347,8 @@ static void gpencil_draw_strokes(tGPDdraw *tgpw)
/* check which stroke-drawer to use */
if (tgpw->dflag & GP_DRAWDATA_ONLY3D) {
const int no_xray = (tgpw->dflag & GP_DRAWDATA_NO_XRAY);
int mask_orig = 0;
if (no_xray) {
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
glDepthMask(0);
GPU_depth_test(true);
/* first arg is normally rv3d->dist, but this isn't
@ -393,7 +394,6 @@ static void gpencil_draw_strokes(tGPDdraw *tgpw)
}
}
if (no_xray) {
glDepthMask(mask_orig);
GPU_depth_test(false);
bglPolygonOffset(0.0, 0.0);
@ -405,6 +405,7 @@ static void gpencil_draw_strokes(tGPDdraw *tgpw)
}
}
GPU_depth_mask(prev_depth_mask);
GPU_program_point_size(false);
}

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@ -638,8 +638,8 @@ static bool paint_draw_tex_overlay(UnifiedPaintSettings *ups,
if (load_tex(brush, vc, zoom, col, primary)) {
GPU_blend(true);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
glDepthFunc(GL_ALWAYS);
if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
@ -758,8 +758,8 @@ static bool paint_draw_cursor_overlay(
float center[2];
GPU_blend(true);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
GPU_color_mask(true, true, true, true);
GPU_depth_mask(false);
glDepthFunc(GL_ALWAYS);
if (ups->draw_anchored) {

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@ -1085,7 +1085,7 @@ static void draw_rotation_guide(const RegionView3D *rv3d)
GPU_blend(true);
GPU_blend_set_func_separate(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
GPU_depth_mask(false); /* don't overwrite zbuf */
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
@ -1175,7 +1175,7 @@ static void draw_rotation_guide(const RegionView3D *rv3d)
immUnbindProgram();
GPU_blend(false);
glDepthMask(GL_TRUE);
GPU_depth_mask(true);
}
#endif /* WITH_INPUT_NDOF */

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@ -65,6 +65,10 @@ void GPU_scissor_get_f(float coords[4]);
void GPU_scissor_get_i(int coords[4]);
void GPU_viewport_size_get_f(float coords[4]);
void GPU_viewport_size_get_i(int coords[4]);
void GPU_color_mask(bool r, bool g, bool b, bool a);
void GPU_depth_mask(bool depth);
bool GPU_depth_mask_get(void);
void GPU_stencil_mask(uint stencil);
void GPU_flush(void);
void GPU_finish(void);

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@ -310,7 +310,7 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c
gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
/* disable writing to the framebuffer */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
GPU_color_mask(false, false, false, false);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
@ -539,7 +539,7 @@ uint gpu_select_pick_end(void)
gpu_select_pick_load_id(ps->gl.prev_id, true);
}
gpuPopAttr();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GPU_color_mask(true, true, true, true);
}
/* assign but never free directly since it may be in cache */

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@ -88,7 +88,7 @@ void gpu_select_query_begin(
gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT | GPU_SCISSOR_BIT);
/* disable writing to the framebuffer */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
GPU_color_mask(false, false, false, false);
/* In order to save some fill rate we minimize the viewport using rect.
* We need to get the region of the viewport so that our geometry doesn't
@ -206,7 +206,7 @@ uint gpu_select_query_end(void)
MEM_freeN(g_query_state.queries);
MEM_freeN(g_query_state.id);
gpuPopAttr();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GPU_color_mask(true, true, true, true);
return hits;
}

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@ -192,6 +192,28 @@ void GPU_logic_op_xor_set(bool enable)
}
}
void GPU_color_mask(bool r, bool g, bool b, bool a)
{
glColorMask(r, g, b, a);
}
void GPU_depth_mask(bool depth)
{
glDepthMask(depth);
}
bool GPU_depth_mask_get(void)
{
GLint mask;
glGetIntegerv(GL_DEPTH_WRITEMASK, &mask);
return mask == GL_TRUE;
}
void GPU_stencil_mask(uint stencil)
{
glStencilMask(stencil);
}
/** \name GPU Push/Pop State
* \{ */

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@ -630,13 +630,13 @@ void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo
if (settings == S3D_DISPLAY_ANAGLYPH) {
switch (stereo_format->anaglyph_type) {
case S3D_ANAGLYPH_REDCYAN:
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
GPU_color_mask(false, true, true, true);
break;
case S3D_ANAGLYPH_GREENMAGENTA:
glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
GPU_color_mask(true, false, true, true);
break;
case S3D_ANAGLYPH_YELLOWBLUE:
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE);
GPU_color_mask(false, false, true, true);
break;
}
}
@ -666,7 +666,7 @@ void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo
GPU_matrix_pop();
if (settings == S3D_DISPLAY_ANAGLYPH) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GPU_color_mask(true, true, true, true);
}
GPU_framebuffer_restore();

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@ -548,7 +548,7 @@ static void gizmo_draw_select_3d_loop(const bContext *C,
/* pass */
}
else {
glDepthMask(!is_depth_skip);
GPU_depth_mask(!is_depth_skip);
is_depth_skip_prev = is_depth_skip;
}
@ -565,7 +565,7 @@ static void gizmo_draw_select_3d_loop(const bContext *C,
GPU_depth_test(false);
}
if (is_depth_skip_prev) {
glDepthMask(true);
GPU_depth_mask(true);
}
}