diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-09-12 17:22:34 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2020-09-12 17:22:34 +0300 |
commit | 6bc0a8424e9b794accf70534ed55478337f0e3e3 (patch) | |
tree | 86a198926ab024fbf696bb687344c2cfabbeb0c7 /source/blender/gpu | |
parent | 0639f008b6027d9ae1f29a5ecef835333b039b7e (diff) |
Cleanup: GPU: Rename GPUStateManager to StateManager to follow style
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_context_private.hh | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_state.cc | 16 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_state_private.hh | 9 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_state.cc | 2 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_state.hh | 2 |
5 files changed, 14 insertions, 17 deletions
diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh index bc07bea4bb1..38f94b8dde9 100644 --- a/source/blender/gpu/intern/gpu_context_private.hh +++ b/source/blender/gpu/intern/gpu_context_private.hh @@ -46,7 +46,7 @@ class Context { Shader *shader = NULL; FrameBuffer *active_fb = NULL; GPUMatrixState *matrix_state = NULL; - GPUStateManager *state_manager = NULL; + StateManager *state_manager = NULL; Immediate *imm = NULL; /** diff --git a/source/blender/gpu/intern/gpu_state.cc b/source/blender/gpu/intern/gpu_state.cc index 01a07ee3e4f..a3d07b1e1db 100644 --- a/source/blender/gpu/intern/gpu_state.cc +++ b/source/blender/gpu/intern/gpu_state.cc @@ -40,7 +40,7 @@ using namespace blender::gpu; #define SET_STATE(_prefix, _state, _value) \ do { \ - GPUStateManager *stack = Context::get()->state_manager; \ + StateManager *stack = Context::get()->state_manager; \ auto &state_object = stack->_prefix##state; \ state_object._state = (_value); \ } while (0) @@ -104,7 +104,7 @@ void GPU_write_mask(eGPUWriteMask mask) void GPU_color_mask(bool r, bool g, bool b, bool a) { - GPUStateManager *stack = Context::get()->state_manager; + StateManager *stack = Context::get()->state_manager; auto &state = stack->state; uint32_t write_mask = state.write_mask; SET_FLAG_FROM_TEST(write_mask, r, (uint32_t)GPU_WRITE_RED); @@ -116,7 +116,7 @@ void GPU_color_mask(bool r, bool g, bool b, bool a) void GPU_depth_mask(bool depth) { - GPUStateManager *stack = Context::get()->state_manager; + StateManager *stack = Context::get()->state_manager; auto &state = stack->state; uint32_t write_mask = state.write_mask; SET_FLAG_FROM_TEST(write_mask, depth, (uint32_t)GPU_WRITE_DEPTH); @@ -141,7 +141,7 @@ void GPU_state_set(eGPUWriteMask write_mask, eGPUStencilOp stencil_op, eGPUProvokingVertex provoking_vert) { - GPUStateManager *stack = Context::get()->state_manager; + StateManager *stack = Context::get()->state_manager; auto &state = stack->state; state.write_mask = (uint32_t)write_mask; state.blend = (uint32_t)blend; @@ -160,7 +160,7 @@ void GPU_state_set(eGPUWriteMask write_mask, void GPU_depth_range(float near, float far) { - GPUStateManager *stack = Context::get()->state_manager; + StateManager *stack = Context::get()->state_manager; auto &state = stack->mutable_state; copy_v2_fl2(state.depth_range, near, far); } @@ -172,7 +172,7 @@ void GPU_line_width(float width) void GPU_point_size(float size) { - GPUStateManager *stack = Context::get()->state_manager; + StateManager *stack = Context::get()->state_manager; auto &state = stack->mutable_state; /* Keep the sign of point_size since it represents the enable state. */ state.point_size = size * ((state.point_size > 0.0) ? 1.0f : -1.0f); @@ -184,7 +184,7 @@ void GPU_point_size(float size) /* TODO remove and use program point size everywhere */ void GPU_program_point_size(bool enable) { - GPUStateManager *stack = Context::get()->state_manager; + StateManager *stack = Context::get()->state_manager; auto &state = stack->mutable_state; /* Set point size sign negative to disable. */ state.point_size = fabsf(state.point_size) * (enable ? 1 : -1); @@ -327,7 +327,7 @@ void GPU_memory_barrier(eGPUBarrier barrier) * exceptions that we should try to get rid of. * \{ */ -GPUStateManager::GPUStateManager(void) +StateManager::StateManager(void) { /* Set default state. */ state.write_mask = GPU_WRITE_COLOR; diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh index a21093f00a2..d85375a85bb 100644 --- a/source/blender/gpu/intern/gpu_state_private.hh +++ b/source/blender/gpu/intern/gpu_state_private.hh @@ -98,9 +98,6 @@ union GPUStateMutable { /* Viewport State */ /** 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; @@ -152,14 +149,14 @@ inline GPUStateMutable operator~(const GPUStateMutable &a) * State manager keeping track of the draw state and applying it before drawing. * Base class which is then specialized for each implementation (GL, VK, ...). **/ -class GPUStateManager { +class StateManager { public: GPUState state; GPUStateMutable mutable_state; public: - GPUStateManager(); - virtual ~GPUStateManager(){}; + StateManager(); + virtual ~StateManager(){}; virtual void apply_state(void) = 0; diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc index 93753768928..3c577bf1ccd 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(void) : StateManager() { /* Set other states that never change. */ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); diff --git a/source/blender/gpu/opengl/gl_state.hh b/source/blender/gpu/opengl/gl_state.hh index b636c08ec0d..b98c4b300f3 100644 --- a/source/blender/gpu/opengl/gl_state.hh +++ b/source/blender/gpu/opengl/gl_state.hh @@ -40,7 +40,7 @@ class GLTexture; * State manager keeping track of the draw state and applying it before drawing. * Opengl Implementation. **/ -class GLStateManager : public GPUStateManager { +class GLStateManager : public StateManager { public: /** Anothter reference to the active framebuffer. */ GLFrameBuffer *active_fb = nullptr; |