diff options
author | Sergey Sharybin <sergey@blender.org> | 2020-11-12 11:26:20 +0300 |
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committer | Sergey Sharybin <sergey@blender.org> | 2020-11-12 11:26:20 +0300 |
commit | de6cee4fc1913982b0b2bd786bfd813c935bbe73 (patch) | |
tree | a726c0c63bbd1d6c47c90c32119ce14c8048cddc /source/blender/gpu/opengl/gl_state.cc | |
parent | e4d432500a0e2f978fe019da43deb843da405032 (diff) | |
parent | 88bb29dea668df8cc46aa7f55895f229748bdbb4 (diff) |
Merge branch 'master' into codesign_error_tracker
Diffstat (limited to 'source/blender/gpu/opengl/gl_state.cc')
-rw-r--r-- | source/blender/gpu/opengl/gl_state.cc | 138 |
1 files changed, 131 insertions, 7 deletions
diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc index 1678760e9cd..c5b5dd3efd2 100644 --- a/source/blender/gpu/opengl/gl_state.cc +++ b/source/blender/gpu/opengl/gl_state.cc @@ -42,7 +42,7 @@ namespace blender::gpu { /** \name GLStateManager * \{ */ -GLStateManager::GLStateManager(void) : GPUStateManager() +GLStateManager::GLStateManager() { /* Set other states that never change. */ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); @@ -71,12 +71,28 @@ GLStateManager::GLStateManager(void) : GPUStateManager() set_mutable_state(mutable_state); } -void GLStateManager::apply_state(void) +void GLStateManager::apply_state() { + if (!this->use_bgl) { + this->set_state(this->state); + this->set_mutable_state(this->mutable_state); + this->texture_bind_apply(); + this->image_bind_apply(); + } + /* This is needed by gpu_py_offscreen. */ + active_fb->apply_state(); +}; + +/* Will set all the states regardless of the current ones. */ +void GLStateManager::force_state() +{ + /* Little exception for clip distances since they need to keep the old count correct. */ + uint32_t clip_distances = current_.clip_distances; + current_ = ~this->state; + current_.clip_distances = clip_distances; + current_mutable_ = ~this->mutable_state; this->set_state(this->state); this->set_mutable_state(this->mutable_state); - this->texture_bind_apply(); - active_fb->apply_state(); }; void GLStateManager::set_state(const GPUState &state) @@ -405,6 +421,13 @@ void GLStateManager::set_blend(const eGPUBlend value) dst_alpha = GL_SRC_ALPHA; break; } + case GPU_BLEND_ALPHA_UNDER_PREMUL: { + src_rgb = GL_ONE_MINUS_DST_ALPHA; + dst_rgb = GL_ONE; + src_alpha = GL_ONE_MINUS_DST_ALPHA; + dst_alpha = GL_ONE; + break; + } case GPU_BLEND_CUSTOM: { src_rgb = GL_ONE; dst_rgb = GL_SRC1_COLOR; @@ -414,6 +437,13 @@ void GLStateManager::set_blend(const eGPUBlend value) } } + if (value == GPU_BLEND_SUBTRACT) { + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + } + else { + glBlendEquation(GL_FUNC_ADD); + } + /* Always set the blend function. This avoid a rendering error when blending is disabled but * GPU_BLEND_CUSTOM was used just before and the frame-buffer is using more than 1 color target. */ @@ -481,7 +511,7 @@ void GLStateManager::texture_unbind(Texture *tex_) tex->is_bound_ = false; } -void GLStateManager::texture_unbind_all(void) +void GLStateManager::texture_unbind_all() { for (int i = 0; i < ARRAY_SIZE(textures_); i++) { if (textures_[i] != 0) { @@ -493,7 +523,7 @@ void GLStateManager::texture_unbind_all(void) this->texture_bind_apply(); } -void GLStateManager::texture_bind_apply(void) +void GLStateManager::texture_bind_apply() { if (dirty_texture_binds_ == 0) { return; @@ -525,7 +555,7 @@ void GLStateManager::texture_unpack_row_length_set(uint len) glPixelStorei(GL_UNPACK_ROW_LENGTH, len); } -uint64_t GLStateManager::bound_texture_slots(void) +uint64_t GLStateManager::bound_texture_slots() { uint64_t bound_slots = 0; for (int i = 0; i < ARRAY_SIZE(textures_); i++) { @@ -538,4 +568,98 @@ uint64_t GLStateManager::bound_texture_slots(void) /** \} */ +/* -------------------------------------------------------------------- */ +/** \name Image Binding (from image load store) + * \{ */ + +void GLStateManager::image_bind(Texture *tex_, int unit) +{ + /* Minimum support is 8 image in the fragment shader. No image for other stages. */ + BLI_assert(GPU_shader_image_load_store_support() && unit < 8); + GLTexture *tex = static_cast<GLTexture *>(tex_); + if (G.debug & G_DEBUG_GPU) { + tex->check_feedback_loop(); + } + images_[unit] = tex->tex_id_; + formats_[unit] = to_gl_internal_format(tex->format_); + tex->is_bound_ = true; + dirty_image_binds_ |= 1ULL << unit; +} + +void GLStateManager::image_unbind(Texture *tex_) +{ + GLTexture *tex = static_cast<GLTexture *>(tex_); + if (!tex->is_bound_) { + return; + } + + GLuint tex_id = tex->tex_id_; + for (int i = 0; i < ARRAY_SIZE(images_); i++) { + if (images_[i] == tex_id) { + images_[i] = 0; + dirty_image_binds_ |= 1ULL << i; + } + } + tex->is_bound_ = false; +} + +void GLStateManager::image_unbind_all() +{ + for (int i = 0; i < ARRAY_SIZE(images_); i++) { + if (images_[i] != 0) { + images_[i] = 0; + dirty_image_binds_ |= 1ULL << i; + } + } + this->image_bind_apply(); +} + +void GLStateManager::image_bind_apply() +{ + if (dirty_image_binds_ == 0) { + return; + } + uint32_t dirty_bind = dirty_image_binds_; + dirty_image_binds_ = 0; + + int first = bitscan_forward_uint(dirty_bind); + int last = 32 - bitscan_reverse_uint(dirty_bind); + int count = last - first; + + if (GLContext::multi_bind_support) { + glBindImageTextures(first, count, images_ + first); + } + else { + for (int unit = first; unit < last; unit++) { + if ((dirty_bind >> unit) & 1UL) { + glBindImageTexture(unit, images_[unit], 0, GL_TRUE, 0, GL_READ_WRITE, formats_[unit]); + } + } + } +} + +uint8_t GLStateManager::bound_image_slots() +{ + uint8_t bound_slots = 0; + for (int i = 0; i < ARRAY_SIZE(images_); i++) { + if (images_[i] != 0) { + bound_slots |= 1ULL << i; + } + } + return bound_slots; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Memory barrier + * \{ */ + +void GLStateManager::issue_barrier(eGPUBarrier barrier_bits) +{ + glMemoryBarrier(to_gl(barrier_bits)); +} + +/** \} */ + } // namespace blender::gpu |