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authorJeroen Bakker <jeroen@blender.org>2020-03-09 18:49:56 +0300
committerJeroen Bakker <jeroen@blender.org>2020-03-12 11:35:27 +0300
commit21f016f01062a26c4de18d4b775d71a8bf1d84ce (patch)
tree1575e470ed97f989ea41f7cfff8187b4137145a2 /source
parent456595fd39c2db59be9de4652c7232a04d2322b6 (diff)
DrawManager: Pack Draw State Bits
Some draw state bits are mutual exclusive. This patch will free some draw state bits by packing the mutual exclusive bits in a mask. Reviewed By: fclem Differential Revision: https://developer.blender.org/D7088
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/intern/DRW_render.h69
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c185
2 files changed, 130 insertions, 124 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 6a6cdd8f51c..8ed7bb25336 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -270,50 +270,53 @@ void DRW_shader_library_free(DRWShaderLibrary *lib);
} while (0)
/* Batches */
-
+/* DRWState is a bitmask that stores the current render state and the desired render state. Based
+ * on the differences the minimum state changes can be invoked to setup the desired render state.
+ *
+ * The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
+ * therefore they aren't ordered as a bit mask.*/
typedef enum {
/** Write mask */
DRW_STATE_WRITE_DEPTH = (1 << 0),
DRW_STATE_WRITE_COLOR = (1 << 1),
+ /* Write Stencil. These options are mutual exclusive and packed into 2 bits */
DRW_STATE_WRITE_STENCIL = (1 << 2),
- DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (1 << 3),
- DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (1 << 4),
-
- /** Depth test */
- DRW_STATE_DEPTH_ALWAYS = (1 << 5),
- DRW_STATE_DEPTH_LESS = (1 << 6),
- DRW_STATE_DEPTH_LESS_EQUAL = (1 << 7),
- DRW_STATE_DEPTH_EQUAL = (1 << 8),
- DRW_STATE_DEPTH_GREATER = (1 << 9),
- DRW_STATE_DEPTH_GREATER_EQUAL = (1 << 10),
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
+ /** Depth test. These options are mutual exclusive and packed into 3 bits */
+ DRW_STATE_DEPTH_ALWAYS = (1 << 4),
+ DRW_STATE_DEPTH_LESS = (2 << 4),
+ DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
+ DRW_STATE_DEPTH_EQUAL = (4 << 4),
+ DRW_STATE_DEPTH_GREATER = (5 << 4),
+ DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
/** Culling test */
- DRW_STATE_CULL_BACK = (1 << 11),
- DRW_STATE_CULL_FRONT = (1 << 12),
- /** Stencil test */
- DRW_STATE_STENCIL_ALWAYS = (1 << 13),
- DRW_STATE_STENCIL_EQUAL = (1 << 14),
- DRW_STATE_STENCIL_NEQUAL = (1 << 15),
-
- /** Blend state */
- DRW_STATE_BLEND_ADD = (1 << 16),
+ DRW_STATE_CULL_BACK = (1 << 7),
+ DRW_STATE_CULL_FRONT = (1 << 8),
+ /** Stencil test . These options are mutal exclusive and packed into 2 bits*/
+ DRW_STATE_STENCIL_ALWAYS = (1 << 9),
+ DRW_STATE_STENCIL_EQUAL = (2 << 9),
+ DRW_STATE_STENCIL_NEQUAL = (3 << 9),
+
+ /** Blend state. These options are mutual exclusive and packed into 4 bits */
+ DRW_STATE_BLEND_ADD = (1 << 11),
/** Same as additive but let alpha accumulate without premult. */
- DRW_STATE_BLEND_ADD_FULL = (1 << 17),
+ DRW_STATE_BLEND_ADD_FULL = (2 << 11),
/** Standard alpha blending. */
- DRW_STATE_BLEND_ALPHA = (1 << 18),
+ DRW_STATE_BLEND_ALPHA = (3 << 11),
/** Use that if color is already premult by alpha. */
- DRW_STATE_BLEND_ALPHA_PREMUL = (1 << 19),
- DRW_STATE_BLEND_BACKGROUND = (1 << 20),
- DRW_STATE_BLEND_OIT = (1 << 21),
- DRW_STATE_BLEND_MUL = (1 << 22),
- DRW_STATE_BLEND_SUB = (1 << 23),
+ DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
+ DRW_STATE_BLEND_BACKGROUND = (5 << 11),
+ DRW_STATE_BLEND_OIT = (6 << 11),
+ DRW_STATE_BLEND_MUL = (7 << 11),
+ DRW_STATE_BLEND_SUB = (8 << 11),
/** Use dual source blending. WARNING: Only one color buffer allowed. */
- DRW_STATE_BLEND_CUSTOM = (1 << 24),
+ DRW_STATE_BLEND_CUSTOM = (9 << 11),
+ DRW_STATE_LOGIC_INVERT = (10 << 11),
- DRW_STATE_IN_FRONT_SELECT = (1 << 25),
- DRW_STATE_LOGIC_INVERT = (1 << 26),
- DRW_STATE_SHADOW_OFFSET = (1 << 27),
- DRW_STATE_CLIP_PLANES = (1 << 28),
- // DRW_STATE_WIRE_SMOOTH = (1 << 29), /* UNUSED */
+ DRW_STATE_IN_FRONT_SELECT = (1 << 27),
+ DRW_STATE_SHADOW_OFFSET = (1 << 28),
+ DRW_STATE_CLIP_PLANES = (1 << 29),
DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
/** DO NOT USE. Assumed always enabled. Only used internally. */
DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 87a475cb134..3d1b43537b7 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -114,19 +114,20 @@ void drw_state_set(DRWState state)
/* Stencil Write */
if (test) {
glStencilMask(0xFF);
- if (test & DRW_STATE_WRITE_STENCIL) {
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- }
- else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_PASS) {
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
- }
- else if (test & DRW_STATE_WRITE_STENCIL_SHADOW_FAIL) {
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
- }
- else {
- BLI_assert(0);
+ switch (test) {
+ case DRW_STATE_WRITE_STENCIL:
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ break;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ break;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
+ break;
+ default:
+ BLI_assert(0);
}
}
else {
@@ -191,26 +192,27 @@ void drw_state_set(DRWState state)
if (test) {
glEnable(GL_DEPTH_TEST);
- if (state & DRW_STATE_DEPTH_LESS) {
- glDepthFunc(GL_LESS);
- }
- else if (state & DRW_STATE_DEPTH_LESS_EQUAL) {
- glDepthFunc(GL_LEQUAL);
- }
- else if (state & DRW_STATE_DEPTH_EQUAL) {
- glDepthFunc(GL_EQUAL);
- }
- else if (state & DRW_STATE_DEPTH_GREATER) {
- glDepthFunc(GL_GREATER);
- }
- else if (state & DRW_STATE_DEPTH_GREATER_EQUAL) {
- glDepthFunc(GL_GEQUAL);
- }
- else if (state & DRW_STATE_DEPTH_ALWAYS) {
- glDepthFunc(GL_ALWAYS);
- }
- else {
- BLI_assert(0);
+ switch (test) {
+ case DRW_STATE_DEPTH_LESS:
+ glDepthFunc(GL_LESS);
+ break;
+ case DRW_STATE_DEPTH_LESS_EQUAL:
+ glDepthFunc(GL_LEQUAL);
+ break;
+ case DRW_STATE_DEPTH_EQUAL:
+ glDepthFunc(GL_EQUAL);
+ break;
+ case DRW_STATE_DEPTH_GREATER:
+ glDepthFunc(GL_GREATER);
+ break;
+ case DRW_STATE_DEPTH_GREATER_EQUAL:
+ glDepthFunc(GL_GEQUAL);
+ break;
+ case DRW_STATE_DEPTH_ALWAYS:
+ glDepthFunc(GL_ALWAYS);
+ break;
+ default:
+ BLI_assert(0);
}
}
else {
@@ -244,62 +246,63 @@ void drw_state_set(DRWState state)
if (test) {
glEnable(GL_BLEND);
- if ((state & DRW_STATE_BLEND_ALPHA) != 0) {
- glBlendFuncSeparate(GL_SRC_ALPHA,
- GL_ONE_MINUS_SRC_ALPHA, /* RGB */
- GL_ONE,
- GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
- }
- else if ((state & DRW_STATE_BLEND_BACKGROUND) != 0) {
- /* Special blend to add color under and multiply dst by alpha. */
- glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
- GL_SRC_ALPHA, /* RGB */
- GL_ZERO,
- GL_SRC_ALPHA); /* Alpha */
- }
- else if ((state & DRW_STATE_BLEND_ALPHA_PREMUL) != 0) {
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else if ((state & DRW_STATE_BLEND_MUL) != 0) {
- glBlendFunc(GL_DST_COLOR, GL_ZERO);
- }
- else if ((state & DRW_STATE_BLEND_OIT) != 0) {
- glBlendFuncSeparate(GL_ONE,
- GL_ONE, /* RGB */
- GL_ZERO,
- GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
- }
- else if ((state & DRW_STATE_BLEND_ADD) != 0) {
- /* Do not let alpha accumulate but premult the source RGB by it. */
- glBlendFuncSeparate(GL_SRC_ALPHA,
- GL_ONE, /* RGB */
- GL_ZERO,
- GL_ONE); /* Alpha */
- }
- else if ((state & DRW_STATE_BLEND_ADD_FULL) != 0) {
- /* Let alpha accumulate. */
- glBlendFunc(GL_ONE, GL_ONE);
- }
- else if ((state & DRW_STATE_BLEND_SUB) != 0) {
- glBlendFunc(GL_ONE, GL_ONE);
- }
- else if ((state & DRW_STATE_BLEND_CUSTOM) != 0) {
- /* Custom blend parameters using dual source blending.
- * Can only be used with one Draw Buffer. */
- glBlendFunc(GL_ONE, GL_SRC1_COLOR);
- }
- else if ((state & DRW_STATE_LOGIC_INVERT) != 0) {
- /* Replace logic op by blend func to support floating point framebuffer. */
- glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
- GL_ZERO, /* RGB */
- GL_ZERO,
- GL_ONE); /* Alpha */
- }
- else {
- BLI_assert(0);
+ switch (test) {
+ case DRW_STATE_BLEND_ALPHA:
+ glBlendFuncSeparate(GL_SRC_ALPHA,
+ GL_ONE_MINUS_SRC_ALPHA, /* RGB */
+ GL_ONE,
+ GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
+ break;
+ case DRW_STATE_BLEND_BACKGROUND:
+ /* Special blend to add color under and multiply dst by alpha. */
+ glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA,
+ GL_SRC_ALPHA, /* RGB */
+ GL_ZERO,
+ GL_SRC_ALPHA); /* Alpha */
+ break;
+ case DRW_STATE_BLEND_ALPHA_PREMUL:
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case DRW_STATE_BLEND_MUL:
+ glBlendFunc(GL_DST_COLOR, GL_ZERO);
+ break;
+ case DRW_STATE_BLEND_OIT:
+ glBlendFuncSeparate(GL_ONE,
+ GL_ONE, /* RGB */
+ GL_ZERO,
+ GL_ONE_MINUS_SRC_ALPHA); /* Alpha */
+ break;
+ case DRW_STATE_BLEND_ADD:
+ /* Do not let alpha accumulate but premult the source RGB by it. */
+ glBlendFuncSeparate(GL_SRC_ALPHA,
+ GL_ONE, /* RGB */
+ GL_ZERO,
+ GL_ONE); /* Alpha */
+ break;
+ case DRW_STATE_BLEND_ADD_FULL:
+ /* Let alpha accumulate. */
+ glBlendFunc(GL_ONE, GL_ONE);
+ break;
+ case DRW_STATE_BLEND_SUB:
+ glBlendFunc(GL_ONE, GL_ONE);
+ break;
+ case DRW_STATE_BLEND_CUSTOM:
+ /* Custom blend parameters using dual source blending.
+ * Can only be used with one Draw Buffer. */
+ glBlendFunc(GL_ONE, GL_SRC1_COLOR);
+ break;
+ case DRW_STATE_LOGIC_INVERT:
+ /* Replace logic op by blend func to support floating point framebuffer. */
+ glBlendFuncSeparate(GL_ONE_MINUS_DST_COLOR,
+ GL_ZERO, /* RGB */
+ GL_ZERO,
+ GL_ONE); /* Alpha */
+ break;
+ default:
+ BLI_assert(0);
}
- if ((state & DRW_STATE_BLEND_SUB) != 0) {
+ if (test == DRW_STATE_BLEND_SUB) {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
}
else {
@@ -405,14 +408,14 @@ static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_
* - (write-mask & reference) is what gets written if the test condition is fulfilled.
**/
glStencilMask(write_mask);
-
- if ((DST.state & DRW_STATE_STENCIL_ALWAYS) != 0) {
+ DRWState stencil_test = DST.state & DRW_STATE_STENCIL_TEST_ENABLED;
+ if (stencil_test == DRW_STATE_STENCIL_ALWAYS) {
glStencilFunc(GL_ALWAYS, reference, compare_mask);
}
- else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
+ else if (stencil_test == DRW_STATE_STENCIL_EQUAL) {
glStencilFunc(GL_EQUAL, reference, compare_mask);
}
- else if ((DST.state & DRW_STATE_STENCIL_NEQUAL) != 0) {
+ else if (stencil_test == DRW_STATE_STENCIL_NEQUAL) {
glStencilFunc(GL_NOTEQUAL, reference, compare_mask);
}
}