DrawManager: Pack Draw State Bits

Some draw state bits are mutual exclusive. This patch will free some
draw state bits by packing the mutual exclusive bits in a mask.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D7088
This commit is contained in:
Jeroen Bakker 2020-03-09 16:49:56 +01:00
parent 456595fd39
commit 21f016f010
2 changed files with 129 additions and 123 deletions

View File

@ -270,50 +270,53 @@ void DRW_shader_library_free(DRWShaderLibrary *lib);
} while (0)
/* Batches */
/* DRWState is a bitmask that stores the current render state and the desired render state. Based
* on the differences the minimum state changes can be invoked to setup the desired render state.
*
* The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
* therefore they aren't ordered as a bit mask.*/
typedef enum {
/** Write mask */
DRW_STATE_WRITE_DEPTH = (1 << 0),
DRW_STATE_WRITE_COLOR = (1 << 1),
/* Write Stencil. These options are mutual exclusive and packed into 2 bits */
DRW_STATE_WRITE_STENCIL = (1 << 2),
DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 3),
DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (1 << 4),
/** Depth test */
DRW_STATE_DEPTH_ALWAYS = (1 << 5),
DRW_STATE_DEPTH_LESS = (1 << 6),
DRW_STATE_DEPTH_LESS_EQUAL = (1 << 7),
DRW_STATE_DEPTH_EQUAL = (1 << 8),
DRW_STATE_DEPTH_GREATER = (1 << 9),
DRW_STATE_DEPTH_GREATER_EQUAL = (1 << 10),
DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
/** Depth test. These options are mutual exclusive and packed into 3 bits */
DRW_STATE_DEPTH_ALWAYS = (1 << 4),
DRW_STATE_DEPTH_LESS = (2 << 4),
DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
DRW_STATE_DEPTH_EQUAL = (4 << 4),
DRW_STATE_DEPTH_GREATER = (5 << 4),
DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
/** Culling test */
DRW_STATE_CULL_BACK = (1 << 11),
DRW_STATE_CULL_FRONT = (1 << 12),
/** Stencil test */
DRW_STATE_STENCIL_ALWAYS = (1 << 13),
DRW_STATE_STENCIL_EQUAL = (1 << 14),
DRW_STATE_STENCIL_NEQUAL = (1 << 15),
DRW_STATE_CULL_BACK = (1 << 7),
DRW_STATE_CULL_FRONT = (1 << 8),
/** Stencil test . These options are mutal exclusive and packed into 2 bits*/
DRW_STATE_STENCIL_ALWAYS = (1 << 9),
DRW_STATE_STENCIL_EQUAL = (2 << 9),
DRW_STATE_STENCIL_NEQUAL = (3 << 9),
/** Blend state */
DRW_STATE_BLEND_ADD = (1 << 16),
/** Blend state. These options are mutual exclusive and packed into 4 bits */
DRW_STATE_BLEND_ADD = (1 << 11),
/** Same as additive but let alpha accumulate without premult. */
DRW_STATE_BLEND_ADD_FULL = (1 << 17),
DRW_STATE_BLEND_ADD_FULL = (2 << 11),
/** Standard alpha blending. */
DRW_STATE_BLEND_ALPHA = (1 << 18),
DRW_STATE_BLEND_ALPHA = (3 << 11),
/** Use that if color is already premult by alpha. */
DRW_STATE_BLEND_ALPHA_PREMUL = (1 << 19),
DRW_STATE_BLEND_BACKGROUND = (1 << 20),
DRW_STATE_BLEND_OIT = (1 << 21),
DRW_STATE_BLEND_MUL = (1 << 22),
DRW_STATE_BLEND_SUB = (1 << 23),
DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
DRW_STATE_BLEND_BACKGROUND = (5 << 11),
DRW_STATE_BLEND_OIT = (6 << 11),
DRW_STATE_BLEND_MUL = (7 << 11),
DRW_STATE_BLEND_SUB = (8 << 11),
/** Use dual source blending. WARNING: Only one color buffer allowed. */
DRW_STATE_BLEND_CUSTOM = (1 << 24),
DRW_STATE_BLEND_CUSTOM = (9 << 11),
DRW_STATE_LOGIC_INVERT = (10 << 11),
DRW_STATE_IN_FRONT_SELECT = (1 << 25),
DRW_STATE_LOGIC_INVERT = (1 << 26),
DRW_STATE_SHADOW_OFFSET = (1 << 27),
DRW_STATE_CLIP_PLANES = (1 << 28),
// DRW_STATE_WIRE_SMOOTH = (1 << 29), /* UNUSED */
DRW_STATE_IN_FRONT_SELECT = (1 << 27),
DRW_STATE_SHADOW_OFFSET = (1 << 28),
DRW_STATE_CLIP_PLANES = (1 << 29),
DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
/** DO NOT USE. Assumed always enabled. Only used internally. */
DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),

View File

@ -114,19 +114,20 @@ void drw_state_set(DRWState state)
/* Stencil Write */
if (test) {
glStencilMask(0xFF);
if (test & DRW_STATE_WRITE_STENCIL) {
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_PASS) {
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
}
else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_FAIL) {
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
}
else {
BLI_assert(0);
switch (test) {
case DRW_STATE_WRITE_STENCIL:
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
break;
case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
break;
case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
break;
default:
BLI_assert(0);
}
}
else {
@ -191,26 +192,27 @@ void drw_state_set(DRWState state)
if (test) {
glEnable(GL_DEPTH_TEST);
if (state & DRW_STATE_DEPTH_LESS) {
glDepthFunc(GL_LESS);
}
else if (state & DRW_STATE_DEPTH_LESS_EQUAL) {
glDepthFunc(GL_LEQUAL);
}
else if (state & DRW_STATE_DEPTH_EQUAL) {
glDepthFunc(GL_EQUAL);
}
else if (state & DRW_STATE_DEPTH_GREATER) {
glDepthFunc(GL_GREATER);
}
else if (state & DRW_STATE_DEPTH_GREATER_EQUAL) {
glDepthFunc(GL_GEQUAL);
}
else if (state & DRW_STATE_DEPTH_ALWAYS) {
glDepthFunc(GL_ALWAYS);
}
else {
BLI_assert(0);
switch (test) {
case DRW_STATE_DEPTH_LESS:
glDepthFunc(GL_LESS);
break;
case DRW_STATE_DEPTH_LESS_EQUAL:
glDepthFunc(GL_LEQUAL);
break;
case DRW_STATE_DEPTH_EQUAL:
glDepthFunc(GL_EQUAL);
break;
case DRW_STATE_DEPTH_GREATER:
glDepthFunc(GL_GREATER);
break;
case DRW_STATE_DEPTH_GREATER_EQUAL:
glDepthFunc(GL_GEQUAL);
break;
case DRW_STATE_DEPTH_ALWAYS:
glDepthFunc(GL_ALWAYS);
break;
default:
BLI_assert(0);
}
}
else {
@ -244,62 +246,63 @@ void drw_state_set(DRWState state)
if (test) {
glEnable(GL_BLEND);
if ((state & DRW_STATE_BLEND_ALPHA) != 0) {
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA, /* RGB */
GL_ONE,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_BACKGROUND) != 0) {
/* Special blend to add color under and multiply dst by alpha. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, /* RGB */
GL_ZERO,
GL_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ALPHA_PREMUL) != 0) {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((state & DRW_STATE_BLEND_MUL) != 0) {
glBlendFunc(GL_DST_COLOR, GL_ZERO);
}
else if ((state & DRW_STATE_BLEND_OIT) != 0) {
glBlendFuncSeparate(GL_ONE,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ADD) != 0) {
/* Do not let alpha accumulate but premult the source RGB by it. */
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
}
else if ((state & DRW_STATE_BLEND_ADD_FULL) != 0) {
/* Let alpha accumulate. */
glBlendFunc(GL_ONE, GL_ONE);
}
else if ((state & DRW_STATE_BLEND_SUB) != 0) {
glBlendFunc(GL_ONE, GL_ONE);
}
else if ((state & DRW_STATE_BLEND_CUSTOM) != 0) {
/* Custom blend parameters using dual source blending.
* Can only be used with one Draw Buffer. */
glBlendFunc(GL_ONE, GL_SRC1_COLOR);
}
else if ((state & DRW_STATE_LOGIC_INVERT) != 0) {
/* Replace logic op by blend func to support floating point framebuffer. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
GL_ZERO, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
}
else {
BLI_assert(0);
switch (test) {
case DRW_STATE_BLEND_ALPHA:
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA, /* RGB */
GL_ONE,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
break;
case DRW_STATE_BLEND_BACKGROUND:
/* Special blend to add color under and multiply dst by alpha. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
GL_SRC_ALPHA, /* RGB */
GL_ZERO,
GL_SRC_ALPHA); /* Alpha */
break;
case DRW_STATE_BLEND_ALPHA_PREMUL:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
case DRW_STATE_BLEND_MUL:
glBlendFunc(GL_DST_COLOR, GL_ZERO);
break;
case DRW_STATE_BLEND_OIT:
glBlendFuncSeparate(GL_ONE,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
break;
case DRW_STATE_BLEND_ADD:
/* Do not let alpha accumulate but premult the source RGB by it. */
glBlendFuncSeparate(GL_SRC_ALPHA,
GL_ONE, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
break;
case DRW_STATE_BLEND_ADD_FULL:
/* Let alpha accumulate. */
glBlendFunc(GL_ONE, GL_ONE);
break;
case DRW_STATE_BLEND_SUB:
glBlendFunc(GL_ONE, GL_ONE);
break;
case DRW_STATE_BLEND_CUSTOM:
/* Custom blend parameters using dual source blending.
* Can only be used with one Draw Buffer. */
glBlendFunc(GL_ONE, GL_SRC1_COLOR);
break;
case DRW_STATE_LOGIC_INVERT:
/* Replace logic op by blend func to support floating point framebuffer. */
glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
GL_ZERO, /* RGB */
GL_ZERO,
GL_ONE); /* Alpha */
break;
default:
BLI_assert(0);
}
if ((state & DRW_STATE_BLEND_SUB) != 0) {
if (test == DRW_STATE_BLEND_SUB) {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
}
else {
@ -405,14 +408,14 @@ static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
**/
glStencilMask(write_mask);
if ((DST.state & DRW_STATE_STENCIL_ALWAYS) != 0) {
DRWState stencil_test = DST.state & DRW_STATE_STENCIL_TEST_ENABLED;
if (stencil_test == DRW_STATE_STENCIL_ALWAYS) {
glStencilFunc(GL_ALWAYS, reference, compare_mask);
}
else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
else if (stencil_test == DRW_STATE_STENCIL_EQUAL) {
glStencilFunc(GL_EQUAL, reference, compare_mask);
}
else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
else if (stencil_test == DRW_STATE_STENCIL_NEQUAL) {
glStencilFunc(GL_NOTEQUAL, reference, compare_mask);
}
}