diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-08-17 01:34:06 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2020-08-18 22:30:10 +0300 |
commit | 482a51aabf596ca1f279ab3b7cb3170c867b4a42 (patch) | |
tree | 67a240114877d3b01f9aba3e0d33cf0c7364ba88 /source/blender/gpu | |
parent | d10f000322914edf83ace36ee2abb2479c2b533b (diff) |
Cleanup: GPUState: Remove stack from the state manager and rename it
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_context.cc | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_context_private.hh | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_state.cc | 77 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_state_private.hh | 40 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_context.cc | 2 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_state.cc | 56 | ||||
-rw-r--r-- | source/blender/gpu/opengl/gl_state.hh | 11 |
7 files changed, 69 insertions, 121 deletions
diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc index da12a58ba87..ef02ec24a00 100644 --- a/source/blender/gpu/intern/gpu_context.cc +++ b/source/blender/gpu/intern/gpu_context.cc @@ -70,7 +70,7 @@ GPUContext::GPUContext() GPUContext::~GPUContext() { GPU_matrix_state_discard(matrix_state); - delete state_stack; + delete state_manager; } bool GPUContext::is_active_on_thread(void) diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh index 04785187e8b..b774d6b0995 100644 --- a/source/blender/gpu/intern/gpu_context_private.hh +++ b/source/blender/gpu/intern/gpu_context_private.hh @@ -46,7 +46,7 @@ struct GPUContext { GPUShader *shader = NULL; GPUFrameBuffer *current_fbo = NULL; GPUMatrixState *matrix_state = NULL; - blender::gpu::GPUStateStack *state_stack = NULL; + blender::gpu::GPUStateManager *state_manager = NULL; protected: /** Thread on which this context is active. */ diff --git a/source/blender/gpu/intern/gpu_state.cc b/source/blender/gpu/intern/gpu_state.cc index 8a9724e967f..bd581f06462 100644 --- a/source/blender/gpu/intern/gpu_state.cc +++ b/source/blender/gpu/intern/gpu_state.cc @@ -38,15 +38,12 @@ #include "gpu_state_private.hh" -/* TODO remove */ -#include "gl_state.hh" - using namespace blender::gpu; #define SET_STATE(_prefix, _state, _value) \ do { \ - GPUStateStack *stack = GPU_context_active_get()->state_stack; \ - auto &state_object = stack->_prefix##stack_top_get(); \ + GPUStateManager *stack = GPU_context_active_get()->state_manager; \ + auto &state_object = stack->_prefix##state; \ state_object._state = _value; \ /* TODO remove this and only push state at draw time. */ \ stack->set_##_prefix##state(state_object); \ @@ -107,8 +104,8 @@ void GPU_write_mask(eGPUWriteMask mask) void GPU_color_mask(bool r, bool g, bool b, bool a) { - GPUStateStack *stack = GPU_context_active_get()->state_stack; - auto &state = stack->stack_top_get(); + GPUStateManager *stack = GPU_context_active_get()->state_manager; + auto &state = stack->state; eGPUWriteMask write_mask = state.write_mask; SET_FLAG_FROM_TEST(write_mask, r, GPU_WRITE_RED); SET_FLAG_FROM_TEST(write_mask, g, GPU_WRITE_GREEN); @@ -121,8 +118,8 @@ void GPU_color_mask(bool r, bool g, bool b, bool a) void GPU_depth_mask(bool depth) { - GPUStateStack *stack = GPU_context_active_get()->state_stack; - auto &state = stack->stack_top_get(); + GPUStateManager *stack = GPU_context_active_get()->state_manager; + auto &state = stack->state; eGPUWriteMask write_mask = state.write_mask; SET_FLAG_FROM_TEST(write_mask, depth, GPU_WRITE_DEPTH); state.write_mask = write_mask; @@ -143,8 +140,8 @@ void GPU_clip_distances(int distances_enabled) void GPU_depth_range(float near, float far) { - GPUStateStack *stack = GPU_context_active_get()->state_stack; - auto &state = stack->mutable_stack_top_get(); + GPUStateManager *stack = GPU_context_active_get()->state_manager; + auto &state = stack->mutable_state; copy_v2_fl2(state.depth_range, near, far); /* TODO remove this and only push state at draw time. */ stack->set_mutable_state(state); @@ -166,8 +163,8 @@ void GPU_point_size(float size) /* TODO remove and use program point size everywhere */ void GPU_program_point_size(bool enable) { - GPUStateStack *stack = GPU_context_active_get()->state_stack; - auto &state = stack->mutable_stack_top_get(); + GPUStateManager *stack = GPU_context_active_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); /* TODO remove this and only push state at draw time. */ @@ -176,8 +173,8 @@ void GPU_program_point_size(bool enable) void GPU_scissor_test(bool enable) { - GPUStateStack *stack = GPU_context_active_get()->state_stack; - auto &state = stack->mutable_stack_top_get(); + GPUStateManager *stack = GPU_context_active_get()->state_manager; + auto &state = stack->mutable_state; /* Set point size sign negative to disable. */ state.scissor_rect[2] = abs(state.scissor_rect[2]) * (enable ? 1 : -1); /* TODO remove this and only push state at draw time. */ @@ -186,8 +183,8 @@ void GPU_scissor_test(bool enable) void GPU_scissor(int x, int y, int width, int height) { - GPUStateStack *stack = GPU_context_active_get()->state_stack; - auto &state = stack->mutable_stack_top_get(); + GPUStateManager *stack = GPU_context_active_get()->state_manager; + auto &state = stack->mutable_state; int scissor_rect[4] = {x, y, width, height}; copy_v4_v4_int(state.scissor_rect, scissor_rect); /* TODO remove this and only push state at draw time. */ @@ -196,8 +193,8 @@ void GPU_scissor(int x, int y, int width, int height) void GPU_viewport(int x, int y, int width, int height) { - GPUStateStack *stack = GPU_context_active_get()->state_stack; - auto &state = stack->mutable_stack_top_get(); + GPUStateManager *stack = GPU_context_active_get()->state_manager; + auto &state = stack->mutable_state; int viewport_rect[4] = {x, y, width, height}; copy_v4_v4_int(state.viewport_rect, viewport_rect); /* TODO remove this and only push state at draw time. */ @@ -212,31 +209,31 @@ void GPU_viewport(int x, int y, int width, int height) eGPUBlend GPU_blend_get() { - GPUState &state = GPU_context_active_get()->state_stack->stack_top_get(); + GPUState &state = GPU_context_active_get()->state_manager->state; return state.blend; } eGPUWriteMask GPU_write_mask_get() { - GPUState &state = GPU_context_active_get()->state_stack->stack_top_get(); + GPUState &state = GPU_context_active_get()->state_manager->state; return state.write_mask; } bool GPU_depth_test_enabled() { - GPUState &state = GPU_context_active_get()->state_stack->stack_top_get(); + GPUState &state = GPU_context_active_get()->state_manager->state; return state.depth_test != GPU_DEPTH_NONE; } void GPU_scissor_get(int coords[4]) { - GPUStateMutable &state = GPU_context_active_get()->state_stack->mutable_stack_top_get(); + GPUStateMutable &state = GPU_context_active_get()->state_manager->mutable_state; copy_v4_v4_int(coords, state.scissor_rect); } void GPU_viewport_size_get_f(float coords[4]) { - GPUStateMutable &state = GPU_context_active_get()->state_stack->mutable_stack_top_get(); + GPUStateMutable &state = GPU_context_active_get()->state_manager->mutable_state; for (int i = 0; i < 4; i++) { coords[i] = state.viewport_rect[i]; } @@ -244,13 +241,13 @@ void GPU_viewport_size_get_f(float coords[4]) void GPU_viewport_size_get_i(int coords[4]) { - GPUStateMutable &state = GPU_context_active_get()->state_stack->mutable_stack_top_get(); + GPUStateMutable &state = GPU_context_active_get()->state_manager->mutable_state; copy_v4_v4_int(coords, state.viewport_rect); } bool GPU_depth_mask_get(void) { - GPUState &state = GPU_context_active_get()->state_stack->stack_top_get(); + GPUState &state = GPU_context_active_get()->state_manager->state; return (state.write_mask & GPU_WRITE_DEPTH) != 0; } @@ -263,34 +260,6 @@ bool GPU_mipmap_enabled(void) /** \} */ /* -------------------------------------------------------------------- */ -/** \name GPUStateStack - * \{ */ - -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 Context Utils * \{ */ diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh index 31840724ec0..4326c3a73e5 100644 --- a/source/blender/gpu/intern/gpu_state_private.hh +++ b/source/blender/gpu/intern/gpu_state_private.hh @@ -79,6 +79,8 @@ inline GPUState operator^(const GPUState &a, const GPUState &b) /* Mutable state that does not require pipeline change. */ union GPUStateMutable { struct { + /* Viewport State */ + /** TODO put inside GPUFramebuffer. */ /** Offset + Extent of the drawable region inside the framebuffer. */ int viewport_rect[4]; /** Offset + Extent of the scissor region inside the framebuffer. */ @@ -126,41 +128,17 @@ inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable 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; - +class GPUStateManager { public: - virtual ~GPUStateStack(){}; - - virtual void set_state(GPUState &state) = 0; - virtual void set_mutable_state(GPUStateMutable &state) = 0; + GPUState state; + GPUStateMutable mutable_state; - void push_stack(void); - void pop_stack(void); - - void push_mutable_stack(void); - void pop_mutable_stack(void); + public: + virtual ~GPUStateManager(){}; - inline GPUState &stack_top_get(void); - inline GPUStateMutable &mutable_stack_top_get(void); + virtual void set_state(const GPUState &state) = 0; + virtual void set_mutable_state(const GPUStateMutable &state) = 0; }; -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_context.cc b/source/blender/gpu/opengl/gl_context.cc index 168799fb3d6..11f313f639b 100644 --- a/source/blender/gpu/opengl/gl_context.cc +++ b/source/blender/gpu/opengl/gl_context.cc @@ -57,7 +57,7 @@ GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); - state_stack = new GLStateStack(); + state_manager = new GLStateManager(); } GLContext::~GLContext() diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc index 32bc66c4dda..f4360f51527 100644 --- a/source/blender/gpu/opengl/gl_state.cc +++ b/source/blender/gpu/opengl/gl_state.cc @@ -21,23 +21,20 @@ */ #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 "glew-mx.h" #include "gl_state.hh" using namespace blender::gpu; /* -------------------------------------------------------------------- */ -/** \name GLStateStack +/** \name GLStateManager * \{ */ -void GLStateStack::set_state(GPUState &state) +void GLStateManager::set_state(const GPUState &state) { GPUState changed = state ^ current_; @@ -52,7 +49,7 @@ void GLStateStack::set_state(GPUState &state) } 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()); + set_stencil_mask(state.stencil_test, mutable_state); } if (changed.clip_distances != 0) { set_clip_distances(state.clip_distances, current_.clip_distances); @@ -94,11 +91,14 @@ void GLStateStack::set_state(GPUState &state) current_ = state; } -void GLStateStack::set_mutable_state(GPUStateMutable &state) +void GLStateManager::set_mutable_state(const GPUStateMutable &state) { GPUStateMutable changed = state ^ current_mutable_; - glViewport(UNPACK4(state.viewport_rect)); + if ((changed.viewport_rect[0] != 0) || (changed.viewport_rect[1] != 0) || + (changed.viewport_rect[2] != 0) || (changed.viewport_rect[3] != 0)) { + 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)) { @@ -113,12 +113,14 @@ void GLStateStack::set_mutable_state(GPUStateMutable &state) } /* 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.point_size != 0) { + 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) { @@ -145,7 +147,7 @@ void GLStateStack::set_mutable_state(GPUStateMutable &state) /** \name State set functions * \{ */ -void GLStateStack::set_write_mask(const eGPUWriteMask value) +void GLStateManager::set_write_mask(const eGPUWriteMask value) { glDepthMask((value & GPU_WRITE_DEPTH) != 0); glColorMask((value & GPU_WRITE_RED) != 0, @@ -154,7 +156,7 @@ void GLStateStack::set_write_mask(const eGPUWriteMask value) (value & GPU_WRITE_ALPHA) != 0); } -void GLStateStack::set_depth_test(const eGPUDepthTest value) +void GLStateManager::set_depth_test(const eGPUDepthTest value) { GLenum func; switch (value) { @@ -188,7 +190,7 @@ void GLStateStack::set_depth_test(const eGPUDepthTest value) } } -void GLStateStack::set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation) +void GLStateManager::set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation) { switch (operation) { case GPU_STENCIL_OP_REPLACE: @@ -215,7 +217,7 @@ void GLStateStack::set_stencil_test(const eGPUStencilTest test, const eGPUStenci } } -void GLStateStack::set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state) +void GLStateManager::set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state) { GLenum func; switch (test) { @@ -239,7 +241,7 @@ void GLStateStack::set_stencil_mask(const eGPUStencilTest test, const GPUStateMu glStencilFunc(func, state.stencil_reference, state.stencil_compare_mask); } -void GLStateStack::set_clip_distances(const int new_dist_len, const int old_dist_len) +void GLStateManager::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); @@ -249,7 +251,7 @@ void GLStateStack::set_clip_distances(const int new_dist_len, const int old_dist } } -void GLStateStack::set_logic_op(const bool enable) +void GLStateManager::set_logic_op(const bool enable) { if (enable) { glEnable(GL_COLOR_LOGIC_OP); @@ -260,12 +262,12 @@ void GLStateStack::set_logic_op(const bool enable) } } -void GLStateStack::set_facing(const bool invert) +void GLStateManager::set_facing(const bool invert) { glFrontFace((invert) ? GL_CW : GL_CCW); } -void GLStateStack::set_backface_culling(const eGPUFaceCullTest test) +void GLStateManager::set_backface_culling(const eGPUFaceCullTest test) { if (test != GPU_CULL_NONE) { glDisable(GL_CULL_FACE); @@ -276,14 +278,14 @@ void GLStateStack::set_backface_culling(const eGPUFaceCullTest test) } } -void GLStateStack::set_provoking_vert(const eGPUProvokingVertex vert) +void GLStateManager::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) +void GLStateManager::set_shadow_bias(const bool enable) { if (enable) { glEnable(GL_POLYGON_OFFSET_FILL); @@ -297,7 +299,7 @@ void GLStateStack::set_shadow_bias(const bool enable) } } -void GLStateStack::set_blend(const eGPUBlend value) +void GLStateManager::set_blend(const eGPUBlend value) { /** * Factors to the equation. diff --git a/source/blender/gpu/opengl/gl_state.hh b/source/blender/gpu/opengl/gl_state.hh index 577e8f9eb1c..5b8e687425d 100644 --- a/source/blender/gpu/opengl/gl_state.hh +++ b/source/blender/gpu/opengl/gl_state.hh @@ -31,18 +31,17 @@ namespace blender { namespace gpu { -class GLStateStack : public GPUStateStack { +class GLStateManager : public GPUStateManager { 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; + void set_state(const GPUState &state) override; + void set_mutable_state(const GPUStateMutable &state) override; - public: - /* TODO to become private */ + 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); @@ -55,7 +54,7 @@ class GLStateStack : public GPUStateStack { static void set_shadow_bias(const bool enable); static void set_blend(const eGPUBlend value); - MEM_CXX_CLASS_ALLOC_FUNCS("GLStateStack") + MEM_CXX_CLASS_ALLOC_FUNCS("GLStateManager") }; } // namespace gpu |