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authorDalai Felinto <dfelinto@gmail.com>2017-04-04 21:33:23 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-04-05 16:02:31 +0300
commitcbd78c81268f06e7b658ae042f3ab6a3816149b0 (patch)
treed5740e2643a7c42185ae94bc04575223c1af9045 /source
parentbbfa1a8639114d66ed0c4971a1996e08e520bd06 (diff)
Immediate Mode: replacing glPushAttrib/glPopAttrib
Reference document: http://docs.gl/gl3/glPushAttrib This patch only tackles the bits that are set by Blender with the following exceptions: 1) Deprecated states (e.g., GL_STIPPLE) are not saved/restored 2) The exception being GL_ALPHA_TEST, which will be removed, but it may affect drawing too much now. To be removed once we no longer set GL_ALPHA_TEST elsewhere. 3) paint_cursor will be tackled separated, since it was abusing glPush/PopAttrib in the first place. 4) Despite what the glPushAttrib page above may suggest, GL_DEPTH_WRITEMASK needs glGet, not glIsEnabled 5) BGE is still a problem since it relies on GL_ALL_ATTRIB_BITS which would lead to a way more complete/lenghty solution. Since the BGE has other (OpenGL deprecated) problems anyways, it can be handled on its own time. Finally, the original design for 2.8 was to implement a proper stack system. However we need to move to core profile sooner than later. So this is a pragmatic temporary (that may be permanent) solution. Reviewers: merwin, campbellbarton Differential Revision: https://developer.blender.org/D2600
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/GPU_draw.h54
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c14
-rw-r--r--source/blender/gpu/intern/gpu_draw.c252
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c10
-rw-r--r--source/blender/gpu/intern/gpu_select_pick.c8
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c8
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c2
7 files changed, 270 insertions, 78 deletions
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 47ddabbed19..3704f909336 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -74,7 +74,7 @@ void GPU_disable_program_point_size(void);
* GPU_object_material_bind returns 0 if drawing should be skipped
* - after drawing, the material must be disabled again */
-void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
+void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
struct Scene *scene, struct SceneLayer *sl,
struct Object *ob, bool glsl, bool *do_alpha_after);
void GPU_end_object_materials(void);
@@ -175,6 +175,58 @@ void GPU_select_index_get(int index, int *r_col);
int GPU_select_to_index(unsigned int col);
void GPU_select_to_index_array(unsigned int *col, const unsigned int size);
+typedef enum eGPUStateMask {
+ GPU_DEPTH_BUFFER_BIT = (1 << 0),
+ GPU_ENABLE_BIT = (1 << 1),
+ GPU_SCISSOR_BIT = (1 << 2),
+ GPU_VIEWPORT_BIT = (1 << 3),
+ GPU_BLEND_BIT = (1 << 4),
+} eGPUStateMask;
+
+typedef struct GPUStateValues
+{
+ eGPUStateMask mask;
+
+ /* GL_ENABLE_BIT */
+ unsigned int is_alpha_test : 1;
+ unsigned int is_blend : 1;
+ bool is_clip_plane[6];
+ unsigned int is_cull_face : 1;
+ unsigned int is_depth_test : 1;
+ unsigned int is_dither : 1;
+ bool is_light[8];
+ unsigned int is_lighting : 1;
+ unsigned int is_line_smooth : 1;
+ unsigned int is_color_logic_op : 1;
+ unsigned int is_map1_vertex3 : 1;
+ unsigned int is_multisample : 1;
+ unsigned int is_normalize : 1;
+ unsigned int is_polygon_offset_line : 1;
+ unsigned int is_polygon_offset_fill : 1;
+ unsigned int is_polygon_smooth : 1;
+ unsigned int is_sample_alpha_to_coverage : 1;
+ unsigned int is_scissor_test : 1;
+ unsigned int is_stencil_test : 1;
+ unsigned int is_texture_2d : 1;
+
+ /* GL_DEPTH_BUFFER_BIT */
+ /* unsigned int is_depth_test : 1; */
+ int depth_func;
+ double depth_clear_value;
+ bool depth_write_mask;
+
+ /* GL_SCISSOR_BIT */
+ int scissor_box[4];
+ /* unsigned int is_scissor_test : 1; */
+
+ /* GL_VIEWPORT_BIT */
+ int viewport[4];
+ double near_far[2];
+} GPUStateValues;
+
+void gpuSaveState(GPUStateValues *attribs, eGPUStateMask mask);
+void gpuRestoreState(GPUStateValues *attribs);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 5214b6b1ab7..8ae100a7d95 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -42,6 +42,7 @@
#include "DNA_gpu_types.h"
#include "GPU_compositing.h"
+#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
@@ -196,6 +197,8 @@ struct GPUFX {
Batch *quad_batch;
Batch *point_batch;
+
+ struct GPUStateValues attribs;
};
#if 0
@@ -642,7 +645,7 @@ bool GPU_fx_compositor_initialize_passes(
if (scissor_rect) {
int w_sc = BLI_rcti_size_x(scissor_rect) + 1;
int h_sc = BLI_rcti_size_y(scissor_rect) + 1;
- glPushAttrib(GL_SCISSOR_BIT);
+ gpuSaveState(&fx->attribs, GPU_SCISSOR_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin,
w_sc, h_sc);
@@ -718,7 +721,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0);
/* full screen quad where we will always write to depth buffer */
- glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT);
+ gpuSaveState(&fx->attribs, GPU_DEPTH_BUFFER_BIT | GPU_SCISSOR_BIT);
glDepthFunc(GL_ALWAYS);
/* disable scissor from sculpt if any */
glDisable(GL_SCISSOR_TEST);
@@ -751,7 +754,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glPopAttrib();
+ gpuRestoreState(&fx->attribs);
}
@@ -781,8 +784,9 @@ bool GPU_fx_do_composite_pass(
GPU_framebuffer_texture_detach(fx->color_buffer);
GPU_framebuffer_texture_detach(fx->depth_buffer);
- if (fx->restore_stencil)
- glPopAttrib();
+ if (fx->restore_stencil) {
+ gpuRestoreState(&fx->attribs);
+ }
src = fx->color_buffer;
target = fx->color_buffer_sec;
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index fb246aa802e..9c8a4254b7d 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -120,10 +120,10 @@ void GPU_render_text(
Image *ima = (Image *)mtexpoly->tpage;
const size_t textlen_st = textlen;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
-
+
/* multiline */
float line_start = 0.0f, line_height;
-
+
if (v4)
line_height = max_ffff(v1[1], v2[1], v3[1], v4[2]) - min_ffff(v1[1], v2[1], v3[1], v4[2]);
else
@@ -131,7 +131,7 @@ void GPU_render_text(
line_height *= 1.2f; /* could be an option? */
/* end multiline */
-
+
/* color has been set */
if (mtexpoly->mode & TF_OBCOL)
col = NULL;
@@ -139,22 +139,22 @@ void GPU_render_text(
glColor3f(1.0f, 1.0f, 1.0f);
gpuPushMatrix();
-
+
/* get the tab width */
ImBuf *first_ibuf = BKE_image_get_first_ibuf(ima);
matrixGlyph(first_ibuf, ' ', &centerx, &centery,
- &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
-
+ &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+
float advance_tab = advance * 4; /* tab width could also be an option */
-
-
+
+
for (size_t index = 0; index < textlen_st; ) {
unsigned int character;
float uv[4][2];
/* lets calculate offset stuff */
character = BLI_str_utf8_as_unicode_and_size_safe(textstr + index, &index);
-
+
if (character == '\n') {
gpuTranslate2f(line_start, -line_height);
line_start = 0.0f;
@@ -164,17 +164,17 @@ void GPU_render_text(
gpuTranslate2f(advance_tab, 0.0f);
line_start -= advance_tab; /* so we can go back to the start of the line */
continue;
-
+
}
else if (character > USHRT_MAX) {
/* not much we can do here bmfonts take ushort */
character = '?';
}
-
+
/* space starts at offset 1 */
/* character = character - ' ' + 1; */
matrixGlyph(first_ibuf, character, & centerx, &centery,
- &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
+ &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (uv_quad[0][0] - centerx) * sizex + transx;
uv[0][1] = (uv_quad[0][1] - centery) * sizey + transy;
@@ -182,13 +182,13 @@ void GPU_render_text(
uv[1][1] = (uv_quad[1][1] - centery) * sizey + transy;
uv[2][0] = (uv_quad[2][0] - centerx) * sizex + transx;
uv[2][1] = (uv_quad[2][1] - centery) * sizey + transy;
-
+
glBegin(GL_POLYGON);
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[0]);
else glTexCoord2fv(uv[0]);
if (col) gpu_mcol(col[0]);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
-
+
if (glattrib >= 0) glVertexAttrib2fv(glattrib, uv[1]);
else glTexCoord2fv(uv[1]);
if (col) gpu_mcol(col[1]);
@@ -232,7 +232,7 @@ static bool is_over_resolution_limit(GLenum textarget, int w, int h)
int size = (textarget == GL_TEXTURE_2D) ?
GPU_max_texture_size() : GPU_max_cube_map_size();
int reslimit = (U.glreslimit != 0) ?
- min_ii(U.glreslimit, size) : size;
+ min_ii(U.glreslimit, size) : size;
return (w > reslimit || h > reslimit);
}
@@ -414,7 +414,7 @@ void GPU_clear_tpage(bool force)
{
if (GTS.lasttface == NULL && !force)
return;
-
+
GTS.lasttface = NULL;
GTS.curtile = 0;
GTS.curima = NULL;
@@ -427,7 +427,7 @@ void GPU_clear_tpage(bool force)
GTS.curtileXRep = 0;
GTS.curtileYRep = 0;
GTS.alphablend = -1;
-
+
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
@@ -455,7 +455,7 @@ static void gpu_set_alpha_blend(GPUBlendMode alphablend)
/* for OpenGL render we use the alpha channel, this makes alpha blend correct */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
-
+
/* if U.glalphaclip == 1.0, some cards go bonkers...
* turn off alpha test in this case */
@@ -647,29 +647,29 @@ int GPU_verify_image(
GPU_free_image(ima);
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
}
-
+
if (GTS.tilemode) {
/* tiled mode */
if (ima->repbind == NULL) gpu_make_repbind(ima);
if (GTS.tile >= ima->totbind) GTS.tile = 0;
-
+
/* this happens when you change repeat buttons */
if (ima->repbind && textarget == GL_TEXTURE_2D) bind = &ima->repbind[GTS.tile];
else bind = gpu_get_image_bindcode(ima, textarget);
-
+
if (*bind == 0) {
short texwindx = ibuf->x / ima->xrep;
short texwindy = ibuf->y / ima->yrep;
-
+
if (GTS.tile >= ima->xrep * ima->yrep)
GTS.tile = ima->xrep * ima->yrep - 1;
-
+
short texwinsy = GTS.tile / ima->xrep;
short texwinsx = GTS.tile - texwinsy * ima->xrep;
-
+
texwinsx *= texwindx;
texwinsy *= texwindy;
-
+
tpx = texwindx;
tpy = texwindy;
@@ -743,7 +743,7 @@ int GPU_verify_image(
memcpy(tilerectrow, rectrow, tpx * sizeof(*rectrow));
}
-
+
rect = tilerect;
}
}
@@ -754,13 +754,13 @@ int GPU_verify_image(
else
#endif
GPU_create_gl_tex(bind, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
-
+
/* mark as non-color data texture */
if (*bind) {
if (is_data)
- ima->tpageflag |= IMA_GLBIND_IS_DATA;
+ ima->tpageflag |= IMA_GLBIND_IS_DATA;
else
- ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
+ ima->tpageflag &= ~IMA_GLBIND_IS_DATA;
}
/* clean up */
@@ -946,7 +946,7 @@ void GPU_create_gl_tex(
if (mip_cube_map) {
for (int j = 0; j < 6; j++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, i,
- informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
+ informat, mipw, miph, 0, GL_RGBA, type, mip_cube_map[j]);
}
}
gpu_del_cube_map(mip_cube_map);
@@ -1027,7 +1027,7 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf)
size = ((width + 3) / 4) * ((height + 3) / 4) * blocksize;
glCompressedTexImage2D(GL_TEXTURE_2D, i, format, width, height,
- 0, size, ibuf->dds_data.data + offset);
+ 0, size, ibuf->dds_data.data + offset);
offset += size;
width >>= 1;
@@ -1101,7 +1101,7 @@ int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
}
else {
glDisable(GL_TEXTURE_2D);
-
+
GTS.curtile = 0;
GTS.curima = NULL;
GTS.curtilemode = 0;
@@ -1110,9 +1110,9 @@ int GPU_set_tpage(MTexPoly *mtexpoly, int mipmap, int alphablend)
return 0;
}
-
+
gpu_verify_repeat(ima);
-
+
/* Did this get lost in the image recode? */
/* BKE_image_tag_time(ima);*/
@@ -1265,7 +1265,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
-
+
if (GPU_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
MEM_freeN(buffer);
BKE_image_release_ibuf(ima, ibuf, NULL);
@@ -1306,7 +1306,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
- GL_UNSIGNED_BYTE, ibuf->rect);
+ GL_UNSIGNED_BYTE, ibuf->rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
@@ -1330,9 +1330,9 @@ void GPU_update_images_framechange(void)
if (ima->tpageflag & IMA_TWINANIM) {
if (ima->twend >= ima->xrep * ima->yrep)
ima->twend = ima->xrep * ima->yrep - 1;
-
+
/* check: is bindcode not in the array? free. (to do) */
-
+
ima->lastframe++;
if (ima->lastframe > ima->twend)
ima->lastframe = ima->twsta;
@@ -1355,9 +1355,9 @@ int GPU_update_image_time(Image *ima, double time)
if (ima->tpageflag & IMA_TWINANIM) {
if (ima->twend >= ima->xrep * ima->yrep) ima->twend = ima->xrep * ima->yrep - 1;
-
+
/* check: is the bindcode not in the array? Then free. (still to do) */
-
+
float diff = (float)((float)time - ima->lastupdate);
inc = (int)(diff * (float)ima->animspeed);
@@ -1506,7 +1506,7 @@ void GPU_free_image(Image *ima)
/* free repeated image binding */
if (ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
-
+
MEM_freeN(ima->repbind);
ima->repbind = NULL;
}
@@ -1579,7 +1579,7 @@ typedef struct GPUMaterialFixed {
float spec[3];
int hard;
float alpha;
-} GPUMaterialFixed;
+} GPUMaterialFixed;
static struct GPUMaterialState {
GPUMaterialFixed (*matbuf);
@@ -1635,12 +1635,12 @@ static void gpu_material_to_fixed(
copy_v3_v3(smat->spec, &bmat->specr);
smat->alpha = 1.0f;
smat->hard = CLAMPIS(bmat->har, 0, 128);
-
+
if (dimdown) {
mul_v3_fl(smat->diff, 0.8f);
mul_v3_fl(smat->spec, 0.5f);
}
-
+
if (gamma) {
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
@@ -1651,7 +1651,7 @@ static void gpu_material_to_fixed(
if (bmat->shade_flag & MA_OBCOLOR)
mul_v3_v3(smat->diff, ob->col);
-
+
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
smat->hard = CLAMPIS(bmat->har, 1, 128);
smat->alpha = 1.0f;
@@ -1769,7 +1769,7 @@ void GPU_begin_object_materials(
GMS.is_alpha_pass = (v3d->transp != false);
if (GMS.use_alpha_pass)
*do_alpha_after = false;
-
+
if (GMS.totmat > FIXEDMAT) {
GMS.matbuf = MEM_callocN(sizeof(GPUMaterialFixed) * GMS.totmat, "GMS.matbuf");
GMS.gmatbuf = MEM_callocN(sizeof(*GMS.gmatbuf) * GMS.totmat, "GMS.matbuf");
@@ -1788,11 +1788,11 @@ void GPU_begin_object_materials(
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
-
+
GMS.alphablend[0] = GPU_BLEND_SOLID;
}
else {
-
+
/* no materials assigned? */
if (ob->totcol == 0) {
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes, true);
@@ -1807,7 +1807,7 @@ void GPU_begin_object_materials(
GMS.alphablend[0] = GPU_BLEND_SOLID;
}
-
+
/* setup materials */
for (a = 1; a <= ob->totcol; a++) {
/* find a suitable material */
@@ -2021,7 +2021,7 @@ void GPU_set_material_alpha_blend(int alphablend)
{
if (GMS.lastalphablend == alphablend)
return;
-
+
gpu_set_alpha_blend(alphablend);
GMS.lastalphablend = alphablend;
}
@@ -2112,13 +2112,13 @@ int GPU_default_lights(void)
U.light[0].col[0] = 0.8; U.light[0].col[1] = 0.8; U.light[0].col[2] = 0.8;
U.light[0].spec[0] = 0.5; U.light[0].spec[1] = 0.5; U.light[0].spec[2] = 0.5;
U.light[0].spec[3] = 1.0;
-
+
U.light[1].flag = 0;
U.light[1].vec[0] = 0.5; U.light[1].vec[1] = 0.5; U.light[1].vec[2] = 0.1;
U.light[1].col[0] = 0.4; U.light[1].col[1] = 0.4; U.light[1].col[2] = 0.8;
U.light[1].spec[0] = 0.3; U.light[1].spec[1] = 0.3; U.light[1].spec[2] = 0.5;
U.light[1].spec[3] = 1.0;
-
+
U.light[2].flag = 0;
U.light[2].vec[0] = 0.3; U.light[2].vec[1] = -0.3; U.light[2].vec[2] = -0.2;
U.light[2].col[0] = 0.8; U.light[2].col[1] = 0.5; U.light[2].col[2] = 0.4;
@@ -2156,7 +2156,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
/* disable all lights */
for (int count = 0; count < 8; count++)
GPU_basic_shader_light_set(count, NULL);
-
+
/* view direction for specular is not computed correct by default in
* opengl, so we set the settings ourselfs */
GPU_basic_shader_light_set_viewer(!ortho);
@@ -2171,11 +2171,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
continue;
Lamp *la = base->object->data;
-
+
/* setup lamp transform */
gpuPushMatrix();
gpuLoadMatrix3D(viewmat);
-
+
/* setup light */
GPULightData light = {0};
@@ -2194,7 +2194,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
light.constant_attenuation = 1.0f;
light.linear_attenuation = la->att1 / la->dist;
light.quadratic_attenuation = la->att2 / (la->dist * la->dist);
-
+
if (la->type == LA_SPOT) {
light.type = GPU_LIGHT_SPOT;
negate_v3_v3(light.direction, base->object->obmat[2]);
@@ -2205,11 +2205,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
else
light.type = GPU_LIGHT_POINT;
}
-
+
GPU_basic_shader_light_set(count, &light);
-
+
gpuPopMatrix();
-
+
count++;
if (count == 8)
break;
@@ -2453,10 +2453,10 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
{
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
for (i = size; i--; col++) { \
- if ((c = *col)) { \
- *col = INDEX_FROM_BUF_BITS(c); \
- } \
- } ((void)0)
+ if ((c = *col)) { \
+ *col = INDEX_FROM_BUF_BITS(c); \
+ } \
+ } ((void)0)
if (size > 0) {
unsigned int i, c;
@@ -2484,4 +2484,130 @@ void GPU_select_to_index_array(unsigned int *col, const unsigned int size)
#undef INDEX_BUF_ARRAY
}
+/**
+ * Replacement for glPush/PopAttributes
+ *
+ * We don't need to cover all the options of legacy OpenGL
+ * but simply the ones used by Blender.
+ */
+void gpuSaveState(GPUStateValues *values, eGPUStateMask mask)
+{
+ values->mask = mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ values->is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ glGetIntegerv(GL_DEPTH_FUNC, &values->depth_func);
+ glGetDoublev(GL_DEPTH_CLEAR_VALUE, &values->depth_clear_value);
+ glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&values->depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ values->is_alpha_test = glIsEnabled(GL_ALPHA_TEST);
+ values->is_blend = glIsEnabled(GL_BLEND);
+
+ for (int i = 0; i < 6; i++) {
+ values->is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
+ }
+
+ values->is_cull_face = glIsEnabled(GL_CULL_FACE);
+ values->is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ values->is_dither = glIsEnabled(GL_DITHER);
+
+ for (int i = 0; i < 8; i++) {
+ values->is_light[i] = glIsEnabled(GL_LIGHT0 + i);
+ }
+
+ values->is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
+ values->is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
+ values->is_map1_vertex3 = glIsEnabled(GL_MAP1_VERTEX_3);
+ values->is_multisample = glIsEnabled(GL_MULTISAMPLE);
+ values->is_normalize = glIsEnabled(GL_NORMALIZE);
+ values->is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
+ values->is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
+ values->is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
+ values->is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ values->is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ values->is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+ values->is_texture_2d = glIsEnabled(GL_TEXTURE_2D);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ values->is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&values->scissor_box);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&values->near_far);
+ glGetIntegerv(GL_VIEWPORT, (GLint *)&values->viewport);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ values->is_blend = glIsEnabled(GL_BLEND);
+ }
+}
+
+static void restore_mask(GLenum cap, const bool value) {
+ if (value) {
+ glEnable(cap);
+ }
+ else {
+ glDisable(cap);
+ }
+}
+
+void gpuRestoreState(GPUStateValues *values)
+{
+ GLint mask = values->mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ restore_mask(GL_DEPTH_TEST, values->is_depth_test);
+ glDepthFunc(values->depth_func);
+ glClearDepth(values->depth_clear_value);
+ glDepthMask(values->depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ restore_mask(GL_BLEND, values->is_blend);
+
+ for (int i = 0; i < 6; i++) {
+ restore_mask(GL_CLIP_PLANE0 + i, values->is_clip_plane[i]);
+ }
+
+ restore_mask(GL_CULL_FACE, values->is_cull_face);
+ restore_mask(GL_DEPTH_TEST, values->is_depth_test);
+ restore_mask(GL_DITHER, values->is_dither);
+
+ for (int i = 0; i < 6; i++) {
+ restore_mask(GL_LIGHT0 + i, values->is_light[i]);
+ }
+
+ restore_mask(GL_LINE_SMOOTH, values->is_line_smooth);
+ restore_mask(GL_COLOR_LOGIC_OP, values->is_color_logic_op);
+ restore_mask(GL_MAP1_VERTEX_3, values->is_map1_vertex3);
+ restore_mask(GL_MULTISAMPLE, values->is_multisample);
+ restore_mask(GL_NORMALIZE, values->is_normalize);
+ restore_mask(GL_POLYGON_OFFSET_LINE, values->is_polygon_offset_line);
+ restore_mask(GL_POLYGON_OFFSET_FILL, values->is_polygon_offset_fill);
+ restore_mask(GL_POLYGON_SMOOTH, values->is_polygon_smooth);
+ restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, values->is_sample_alpha_to_coverage);
+ restore_mask(GL_SCISSOR_TEST, values->is_scissor_test);
+ restore_mask(GL_STENCIL_TEST, values->is_stencil_test);
+ restore_mask(GL_TEXTURE_2D, values->is_texture_2d);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glViewport(values->viewport[0], values->viewport[1], values->viewport[2], values->viewport[3]);
+ glDepthRange(values->near_far[0], values->near_far[1]);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ restore_mask(GL_SCISSOR_TEST, values->is_scissor_test);
+ glScissor(values->scissor_box[0], values->scissor_box[1], values->scissor_box[2], values->scissor_box[3]);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ restore_mask(GL_BLEND, values->is_blend);
+ }
+}
+
/** \} */
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index ce35c43bcec..c6a98d01c02 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -33,6 +33,7 @@
#include "BKE_global.h"
#include "GPU_batch.h"
+#include "GPU_draw.h"
#include "GPU_framebuffer.h"
#include "GPU_matrix.h"
#include "GPU_shader.h"
@@ -50,6 +51,7 @@ struct GPUFrameBuffer {
GLuint object;
GPUTexture *colortex[GPU_FB_MAX_SLOTS];
GPUTexture *depthtex;
+ struct GPUStateValues attribs;
};
static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
@@ -198,7 +200,7 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
}
/* push attributes */
- glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
+ gpuSaveState(&fb->attribs, GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
@@ -241,7 +243,7 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
}
/* push attributes */
- glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
+ gpuSaveState(&fb->attribs, GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
/* bind framebuffer */
@@ -294,10 +296,10 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
}
-void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex))
+void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *UNUSED(tex))
{
/* restore attributes */
- glPopAttrib();
+ gpuRestoreState(&fb->attribs);
}
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c
index 780ffd82671..da75925fe66 100644
--- a/source/blender/gpu/intern/gpu_select_pick.c
+++ b/source/blender/gpu/intern/gpu_select_pick.c
@@ -31,6 +31,8 @@
#include <stdlib.h>
#include <float.h>
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
#include "GPU_select.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
@@ -291,6 +293,8 @@ typedef struct GPUPickState {
unsigned int *rect_id;
} nearest;
};
+
+ struct GPUStateValues attribs;
} GPUPickState;
@@ -316,8 +320,8 @@ void gpu_select_pick_begin(
/* Restrict OpenGL operations for when we don't have cache */
if (ps->is_cached == false) {
+ gpuSaveState(&ps->attribs, GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
- glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
/* disable writing to the framebuffer */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -536,7 +540,7 @@ unsigned int gpu_select_pick_end(void)
gpu_select_pick_load_id(ps->gl.prev_id);
}
- glPopAttrib();
+ gpuRestoreState(&ps->attribs);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index ba5fefc5227..96fd2595584 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -32,6 +32,8 @@
#include <stdlib.h>
+#include "GPU_immediate.h"
+#include "GPU_draw.h"
#include "GPU_select.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
@@ -67,6 +69,8 @@ typedef struct GPUQueryState {
char mode;
unsigned int index;
int oldhits;
+ /* OpenGL attrib bits */
+ struct GPUStateValues attribs;
} GPUQueryState;
static GPUQueryState g_query_state = {0};
@@ -94,7 +98,7 @@ void gpu_select_query_begin(
g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id), "gpu selection ids");
glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
- glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
+ gpuSaveState(&g_query_state.attribs, GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
/* disable writing to the framebuffer */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -202,7 +206,7 @@ unsigned int gpu_select_query_end(void)
glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
MEM_freeN(g_query_state.queries);
MEM_freeN(g_query_state.id);
- glPopAttrib();
+ gpuRestoreState(&g_query_state.attribs);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
return hits;
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index 7c2cb8cd4bb..bcfe4f38f3e 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -285,7 +285,7 @@ void GPU_viewport_unbind(GPUViewport *viewport)
DefaultFramebufferList *dfbl = (DefaultFramebufferList *)viewport->fbl;
if (dfbl->default_fb) {
- GPU_framebuffer_texture_unbind(NULL, NULL);
+ GPU_framebuffer_texture_unbind(dfbl->default_fb, NULL);
GPU_framebuffer_restore();
glEnable(GL_SCISSOR_TEST);