/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /** \file * \ingroup gpu */ #ifndef GPU_STANDALONE # include "DNA_userdef_types.h" # define PIXELSIZE (U.pixelsize) #else # define PIXELSIZE (1.0f) #endif #include "BLI_math_vector.h" #include "BLI_utildefines.h" #include "BKE_global.h" #include "GPU_extensions.h" #include "GPU_glew.h" #include "GPU_state.h" #include "gpu_context_private.hh" #include "gpu_state_private.hh" using namespace blender::gpu; #define SET_STATE(_prefix, _state, _value) \ do { \ GPUStateManager *stack = GPU_context_active_get()->state_manager; \ auto &state_object = stack->_prefix##state; \ state_object._state = (_value); \ } while (0) #define SET_IMMUTABLE_STATE(_state, _value) SET_STATE(, _state, _value) #define SET_MUTABLE_STATE(_state, _value) SET_STATE(mutable_, _state, _value) /* -------------------------------------------------------------------- */ /** \name Immutable state Setters * \{ */ void GPU_blend(eGPUBlend blend) { SET_IMMUTABLE_STATE(blend, blend); } void GPU_face_culling(eGPUFaceCullTest culling) { SET_IMMUTABLE_STATE(culling_test, culling); } void GPU_front_facing(bool invert) { SET_IMMUTABLE_STATE(invert_facing, invert); } void GPU_provoking_vertex(eGPUProvokingVertex vert) { SET_IMMUTABLE_STATE(provoking_vert, vert); } void GPU_depth_test(eGPUDepthTest test) { SET_IMMUTABLE_STATE(depth_test, test); } void GPU_stencil_test(eGPUStencilTest test) { SET_IMMUTABLE_STATE(stencil_test, test); } void GPU_line_smooth(bool enable) { SET_IMMUTABLE_STATE(line_smooth, enable); } void GPU_polygon_smooth(bool enable) { SET_IMMUTABLE_STATE(polygon_smooth, enable); } void GPU_logic_op_xor_set(bool enable) { SET_IMMUTABLE_STATE(logic_op_xor, enable); } void GPU_write_mask(eGPUWriteMask mask) { SET_IMMUTABLE_STATE(write_mask, mask); } void GPU_color_mask(bool r, bool g, bool b, bool a) { GPUStateManager *stack = GPU_context_active_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); SET_FLAG_FROM_TEST(write_mask, g, (uint32_t)GPU_WRITE_GREEN); SET_FLAG_FROM_TEST(write_mask, b, (uint32_t)GPU_WRITE_BLUE); SET_FLAG_FROM_TEST(write_mask, a, (uint32_t)GPU_WRITE_ALPHA); state.write_mask = write_mask; } void GPU_depth_mask(bool depth) { GPUStateManager *stack = GPU_context_active_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); state.write_mask = write_mask; } void GPU_shadow_offset(bool enable) { SET_IMMUTABLE_STATE(shadow_bias, enable); } void GPU_clip_distances(int distances_enabled) { SET_IMMUTABLE_STATE(clip_distances, distances_enabled); } void GPU_state_set(eGPUWriteMask write_mask, eGPUBlend blend, eGPUFaceCullTest culling_test, eGPUDepthTest depth_test, eGPUStencilTest stencil_test, eGPUStencilOp stencil_op, eGPUProvokingVertex provoking_vert) { GPUStateManager *stack = GPU_context_active_get()->state_manager; auto &state = stack->state; state.write_mask = (uint32_t)write_mask; state.blend = (uint32_t)blend; state.culling_test = (uint32_t)culling_test; state.depth_test = (uint32_t)depth_test; state.stencil_test = (uint32_t)stencil_test; state.stencil_op = (uint32_t)stencil_op; state.provoking_vert = (uint32_t)provoking_vert; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Mutable State Setters * \{ */ void GPU_depth_range(float near, float far) { GPUStateManager *stack = GPU_context_active_get()->state_manager; auto &state = stack->mutable_state; copy_v2_fl2(state.depth_range, near, far); } void GPU_line_width(float width) { SET_MUTABLE_STATE(line_width, width * PIXELSIZE); } void GPU_point_size(float size) { SET_MUTABLE_STATE(point_size, size * PIXELSIZE); } /* Programmable point size * - shaders set their own point size when enabled * - use glPointSize when disabled */ /* TODO remove and use program point size everywhere */ void GPU_program_point_size(bool enable) { 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); } void GPU_scissor_test(bool enable) { GPU_context_active_get()->active_fb->scissor_test_set(enable); } void GPU_scissor(int x, int y, int width, int height) { int scissor_rect[4] = {x, y, width, height}; GPU_context_active_get()->active_fb->scissor_set(scissor_rect); } void GPU_viewport(int x, int y, int width, int height) { int viewport_rect[4] = {x, y, width, height}; GPU_context_active_get()->active_fb->viewport_set(viewport_rect); } void GPU_stencil_reference_set(uint reference) { SET_MUTABLE_STATE(stencil_reference, (uint8_t)reference); } void GPU_stencil_write_mask_set(uint write_mask) { SET_MUTABLE_STATE(stencil_write_mask, (uint8_t)write_mask); } void GPU_stencil_compare_mask_set(uint compare_mask) { SET_MUTABLE_STATE(stencil_compare_mask, (uint8_t)compare_mask); } /** \} */ /* -------------------------------------------------------------------- */ /** \name State Getters * \{ */ eGPUBlend GPU_blend_get() { GPUState &state = GPU_context_active_get()->state_manager->state; return (eGPUBlend)state.blend; } eGPUWriteMask GPU_write_mask_get() { GPUState &state = GPU_context_active_get()->state_manager->state; return (eGPUWriteMask)state.write_mask; } uint GPU_stencil_mask_get() { GPUStateMutable &state = GPU_context_active_get()->state_manager->mutable_state; return state.stencil_write_mask; } eGPUDepthTest GPU_depth_test_get() { GPUState &state = GPU_context_active_get()->state_manager->state; return (eGPUDepthTest)state.depth_test; } eGPUStencilTest GPU_stencil_test_get() { GPUState &state = GPU_context_active_get()->state_manager->state; return (eGPUStencilTest)state.stencil_test; } void GPU_scissor_get(int coords[4]) { GPU_context_active_get()->active_fb->scissor_get(coords); } void GPU_viewport_size_get_f(float coords[4]) { int viewport[4]; GPU_context_active_get()->active_fb->viewport_get(viewport); for (int i = 0; i < 4; i++) { coords[i] = viewport[i]; } } void GPU_viewport_size_get_i(int coords[4]) { GPU_context_active_get()->active_fb->viewport_get(coords); } bool GPU_depth_mask_get(void) { GPUState &state = GPU_context_active_get()->state_manager->state; return (state.write_mask & GPU_WRITE_DEPTH) != 0; } bool GPU_mipmap_enabled(void) { /* TODO(fclem) this used to be a userdef option. */ return true; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Context Utils * \{ */ void GPU_flush(void) { glFlush(); } void GPU_finish(void) { glFinish(); } void GPU_unpack_row_length_set(uint len) { glPixelStorei(GL_UNPACK_ROW_LENGTH, len); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Default OpenGL State * * This is called on startup, for opengl offscreen render. * Generally we should always return to this state when * temporarily modifying the state for drawing, though that are (undocumented) * exceptions that we should try to get rid of. * \{ */ GPUStateManager::GPUStateManager(void) { /* Set default state. */ state.write_mask = GPU_WRITE_COLOR; state.blend = GPU_BLEND_NONE; state.culling_test = GPU_CULL_NONE; state.depth_test = GPU_DEPTH_NONE; state.stencil_test = GPU_STENCIL_NONE; state.stencil_op = GPU_STENCIL_OP_NONE; state.provoking_vert = GPU_VERTEX_LAST; state.logic_op_xor = false; state.invert_facing = false; state.shadow_bias = false; state.polygon_smooth = false; state.clip_distances = 0; mutable_state.depth_range[0] = 0.0f; mutable_state.depth_range[1] = 1.0f; mutable_state.point_size = 1.0f; mutable_state.line_width = 1.0f; mutable_state.stencil_write_mask = 0x00; mutable_state.stencil_compare_mask = 0x00; mutable_state.stencil_reference = 0x00; } /** \} */