diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-03-11 06:52:57 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2020-03-11 06:52:57 +0300 |
commit | 4184f890fdbef7409af27f1e9a13b01161001ef2 (patch) | |
tree | 2958d2c1579c5055ff8aa708774150ef8d20a90f /source/blender/gpu/intern/gpu_state.c | |
parent | f9cca128869fc07da46c095ac7dce16467121092 (diff) |
GPU: minor changes to support standalone GHOST builds
- Move gpuPush/Pop from GPU_draw.h into GPU_state.h
as this is for pushing/popping state.
- Add 'GPU_STANDALONE' define, to bypass use of user-preferences
for theme colors and pixelsize, as well as pbvh init/free functions.
Needed to get GHOST tests working again.
Diffstat (limited to 'source/blender/gpu/intern/gpu_state.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_state.c | 185 |
1 files changed, 182 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.c index caf97a620ab..9ff518aec1b 100644 --- a/source/blender/gpu/intern/gpu_state.c +++ b/source/blender/gpu/intern/gpu_state.c @@ -18,7 +18,12 @@ * \ingroup gpu */ -#include "DNA_userdef_types.h" +#ifndef GPU_STANDALONE +# include "DNA_userdef_types.h" +# define PIXELSIZE (U.pixelsize) +#else +# define PIXELSIZE (1.0f) +#endif #include "BLI_utildefines.h" @@ -107,7 +112,7 @@ void GPU_line_smooth(bool enable) void GPU_line_width(float width) { float max_size = GPU_max_line_width(); - float final_size = width * U.pixelsize; + float final_size = width * PIXELSIZE; /* Fix opengl errors on certain platform / drivers. */ CLAMP(final_size, 1.0f, max_size); glLineWidth(final_size); @@ -115,7 +120,7 @@ void GPU_line_width(float width) void GPU_point_size(float size) { - glPointSize(size * U.pixelsize); + glPointSize(size * PIXELSIZE); } void GPU_polygon_smooth(bool enable) @@ -189,3 +194,177 @@ void GPU_logic_op_invert_set(bool enable) glEnable(GL_DITHER); } } + +/** \name GPU Push/Pop State + * \{ */ + +#define STATE_STACK_DEPTH 16 + +typedef struct { + eGPUAttrMask mask; + + /* GL_ENABLE_BIT */ + uint is_blend : 1; + uint is_cull_face : 1; + uint is_depth_test : 1; + uint is_dither : 1; + uint is_lighting : 1; + uint is_line_smooth : 1; + uint is_color_logic_op : 1; + uint is_multisample : 1; + uint is_polygon_offset_line : 1; + uint is_polygon_offset_fill : 1; + uint is_polygon_smooth : 1; + uint is_sample_alpha_to_coverage : 1; + uint is_scissor_test : 1; + uint is_stencil_test : 1; + + bool is_clip_plane[6]; + + /* GL_DEPTH_BUFFER_BIT */ + /* uint is_depth_test : 1; */ + int depth_func; + double depth_clear_value; + bool depth_write_mask; + + /* GL_SCISSOR_BIT */ + int scissor_box[4]; + /* uint is_scissor_test : 1; */ + + /* GL_VIEWPORT_BIT */ + int viewport[4]; + double near_far[2]; +} GPUAttrValues; + +typedef struct { + GPUAttrValues attr_stack[STATE_STACK_DEPTH]; + uint top; +} GPUAttrStack; + +static GPUAttrStack state = { + .top = 0, +}; + +#define AttrStack state +#define Attr state.attr_stack[state.top] + +/** + * Replacement for glPush/PopAttributes + * + * We don't need to cover all the options of legacy OpenGL + * but simply the ones used by Blender. + */ +void gpuPushAttr(eGPUAttrMask mask) +{ + Attr.mask = mask; + + if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) { + Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST); + glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func); + glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value); + glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask); + } + + if ((mask & GPU_ENABLE_BIT) != 0) { + Attr.is_blend = glIsEnabled(GL_BLEND); + + for (int i = 0; i < 6; i++) { + Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i); + } + + Attr.is_cull_face = glIsEnabled(GL_CULL_FACE); + Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST); + Attr.is_dither = glIsEnabled(GL_DITHER); + Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH); + Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP); + Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE); + Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE); + Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL); + Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH); + Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); + Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST); + } + + if ((mask & GPU_SCISSOR_BIT) != 0) { + Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box); + } + + if ((mask & GPU_VIEWPORT_BIT) != 0) { + glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far); + glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport); + } + + if ((mask & GPU_BLEND_BIT) != 0) { + Attr.is_blend = glIsEnabled(GL_BLEND); + } + + BLI_assert(AttrStack.top < STATE_STACK_DEPTH); + AttrStack.top++; +} + +static void restore_mask(GLenum cap, const bool value) +{ + if (value) { + glEnable(cap); + } + else { + glDisable(cap); + } +} + +void gpuPopAttr(void) +{ + BLI_assert(AttrStack.top > 0); + AttrStack.top--; + + GLint mask = Attr.mask; + + if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) { + restore_mask(GL_DEPTH_TEST, Attr.is_depth_test); + glDepthFunc(Attr.depth_func); + glClearDepth(Attr.depth_clear_value); + glDepthMask(Attr.depth_write_mask); + } + + if ((mask & GPU_ENABLE_BIT) != 0) { + restore_mask(GL_BLEND, Attr.is_blend); + + for (int i = 0; i < 6; i++) { + restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]); + } + + restore_mask(GL_CULL_FACE, Attr.is_cull_face); + restore_mask(GL_DEPTH_TEST, Attr.is_depth_test); + restore_mask(GL_DITHER, Attr.is_dither); + restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth); + restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op); + restore_mask(GL_MULTISAMPLE, Attr.is_multisample); + restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line); + restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill); + restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth); + restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage); + restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test); + restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test); + } + + if ((mask & GPU_VIEWPORT_BIT) != 0) { + glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]); + glDepthRange(Attr.near_far[0], Attr.near_far[1]); + } + + if ((mask & GPU_SCISSOR_BIT) != 0) { + restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test); + glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]); + } + + if ((mask & GPU_BLEND_BIT) != 0) { + restore_mask(GL_BLEND, Attr.is_blend); + } +} + +#undef Attr +#undef AttrStack + +/** \} */ |