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authorClément Foucault <foucault.clem@gmail.com>2020-08-16 15:01:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-18 22:30:10 +0300
commit2ae1c895a2f7590d0783a27176085da45ef12bc5 (patch)
treee4cb63134deaca31908b4e9ddfff96614bfa1e0e
parent2eddfa85e00d9efa7571721e605a331ca4cd5bc6 (diff)
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.
-rw-r--r--source/blender/gpu/CMakeLists.txt3
-rw-r--r--source/blender/gpu/GPU_material.h9
-rw-r--r--source/blender/gpu/GPU_state.h80
-rw-r--r--source/blender/gpu/intern/gpu_state.cc35
-rw-r--r--source/blender/gpu/intern/gpu_state_private.hh164
-rw-r--r--source/blender/gpu/opengl/gl_state.cc389
-rw-r--r--source/blender/gpu/opengl/gl_state.hh58
7 files changed, 717 insertions, 21 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index bcf2bc42402..45b379c5e0a 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -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
)
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index b8957ff1819..9dcf9b7d5bb 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -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];
diff --git a/source/blender/gpu/GPU_state.h b/source/blender/gpu/GPU_state.h
index 2a940b97104..19bb8001491 100644
--- a/source/blender/gpu/GPU_state.h
+++ b/source/blender/gpu/GPU_state.h
@@ -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);
diff --git a/source/blender/gpu/intern/gpu_state.cc b/source/blender/gpu/intern/gpu_state.cc
index d697b465458..485aa3b852e 100644
--- a/source/blender/gpu/intern/gpu_state.cc
+++ b/source/blender/gpu/intern/gpu_state.cc
@@ -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
* \{ */
diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh
new file mode 100644
index 00000000000..0ac538d117c
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_state_private.hh
@@ -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
diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc
new file mode 100644
index 00000000000..c64e4471087
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_state.cc
@@ -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);
+ }
+}
+
+/** \} */
diff --git a/source/blender/gpu/opengl/gl_state.hh b/source/blender/gpu/opengl/gl_state.hh
new file mode 100644
index 00000000000..ea3ab512431
--- /dev/null
+++ b/source/blender/gpu/opengl/gl_state.hh
@@ -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