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Diffstat (limited to 'source/blender/gpu/intern/gpu_state.c')
-rw-r--r--source/blender/gpu/intern/gpu_state.c185
1 files changed, 182 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.c
index caf97a620ab..9ff518aec1b 100644
--- a/source/blender/gpu/intern/gpu_state.c
+++ b/source/blender/gpu/intern/gpu_state.c
@@ -18,7 +18,12 @@
* \ingroup gpu
*/
-#include "DNA_userdef_types.h"
+#ifndef GPU_STANDALONE
+# include "DNA_userdef_types.h"
+# define PIXELSIZE (U.pixelsize)
+#else
+# define PIXELSIZE (1.0f)
+#endif
#include "BLI_utildefines.h"
@@ -107,7 +112,7 @@ void GPU_line_smooth(bool enable)
void GPU_line_width(float width)
{
float max_size = GPU_max_line_width();
- float final_size = width * U.pixelsize;
+ float final_size = width * PIXELSIZE;
/* Fix opengl errors on certain platform / drivers. */
CLAMP(final_size, 1.0f, max_size);
glLineWidth(final_size);
@@ -115,7 +120,7 @@ void GPU_line_width(float width)
void GPU_point_size(float size)
{
- glPointSize(size * U.pixelsize);
+ glPointSize(size * PIXELSIZE);
}
void GPU_polygon_smooth(bool enable)
@@ -189,3 +194,177 @@ void GPU_logic_op_invert_set(bool enable)
glEnable(GL_DITHER);
}
}
+
+/** \name GPU Push/Pop State
+ * \{ */
+
+#define STATE_STACK_DEPTH 16
+
+typedef struct {
+ eGPUAttrMask mask;
+
+ /* GL_ENABLE_BIT */
+ uint is_blend : 1;
+ uint is_cull_face : 1;
+ uint is_depth_test : 1;
+ uint is_dither : 1;
+ uint is_lighting : 1;
+ uint is_line_smooth : 1;
+ uint is_color_logic_op : 1;
+ uint is_multisample : 1;
+ uint is_polygon_offset_line : 1;
+ uint is_polygon_offset_fill : 1;
+ uint is_polygon_smooth : 1;
+ uint is_sample_alpha_to_coverage : 1;
+ uint is_scissor_test : 1;
+ uint is_stencil_test : 1;
+
+ bool is_clip_plane[6];
+
+ /* GL_DEPTH_BUFFER_BIT */
+ /* uint is_depth_test : 1; */
+ int depth_func;
+ double depth_clear_value;
+ bool depth_write_mask;
+
+ /* GL_SCISSOR_BIT */
+ int scissor_box[4];
+ /* uint is_scissor_test : 1; */
+
+ /* GL_VIEWPORT_BIT */
+ int viewport[4];
+ double near_far[2];
+} GPUAttrValues;
+
+typedef struct {
+ GPUAttrValues attr_stack[STATE_STACK_DEPTH];
+ uint top;
+} GPUAttrStack;
+
+static GPUAttrStack state = {
+ .top = 0,
+};
+
+#define AttrStack state
+#define Attr state.attr_stack[state.top]
+
+/**
+ * Replacement for glPush/PopAttributes
+ *
+ * We don't need to cover all the options of legacy OpenGL
+ * but simply the ones used by Blender.
+ */
+void gpuPushAttr(eGPUAttrMask mask)
+{
+ Attr.mask = mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ glGetIntegerv(GL_DEPTH_FUNC, &Attr.depth_func);
+ glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attr.depth_clear_value);
+ glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ Attr.is_blend = glIsEnabled(GL_BLEND);
+
+ for (int i = 0; i < 6; i++) {
+ Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
+ }
+
+ Attr.is_cull_face = glIsEnabled(GL_CULL_FACE);
+ Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ Attr.is_dither = glIsEnabled(GL_DITHER);
+ Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
+ Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
+ Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
+ Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
+ Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
+ Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
+ Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far);
+ glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ Attr.is_blend = glIsEnabled(GL_BLEND);
+ }
+
+ BLI_assert(AttrStack.top < STATE_STACK_DEPTH);
+ AttrStack.top++;
+}
+
+static void restore_mask(GLenum cap, const bool value)
+{
+ if (value) {
+ glEnable(cap);
+ }
+ else {
+ glDisable(cap);
+ }
+}
+
+void gpuPopAttr(void)
+{
+ BLI_assert(AttrStack.top > 0);
+ AttrStack.top--;
+
+ GLint mask = Attr.mask;
+
+ if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
+ restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
+ glDepthFunc(Attr.depth_func);
+ glClearDepth(Attr.depth_clear_value);
+ glDepthMask(Attr.depth_write_mask);
+ }
+
+ if ((mask & GPU_ENABLE_BIT) != 0) {
+ restore_mask(GL_BLEND, Attr.is_blend);
+
+ for (int i = 0; i < 6; i++) {
+ restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]);
+ }
+
+ restore_mask(GL_CULL_FACE, Attr.is_cull_face);
+ restore_mask(GL_DEPTH_TEST, Attr.is_depth_test);
+ restore_mask(GL_DITHER, Attr.is_dither);
+ restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth);
+ restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op);
+ restore_mask(GL_MULTISAMPLE, Attr.is_multisample);
+ restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line);
+ restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill);
+ restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth);
+ restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage);
+ restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
+ restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test);
+ }
+
+ if ((mask & GPU_VIEWPORT_BIT) != 0) {
+ glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]);
+ glDepthRange(Attr.near_far[0], Attr.near_far[1]);
+ }
+
+ if ((mask & GPU_SCISSOR_BIT) != 0) {
+ restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test);
+ glScissor(Attr.scissor_box[0], Attr.scissor_box[1], Attr.scissor_box[2], Attr.scissor_box[3]);
+ }
+
+ if ((mask & GPU_BLEND_BIT) != 0) {
+ restore_mask(GL_BLEND, Attr.is_blend);
+ }
+}
+
+#undef Attr
+#undef AttrStack
+
+/** \} */