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/** \file
* \ingroup gpu
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "GPU_state.h"
#include "gpu_state_private.hh"
namespace blender::gpu {
/* Forward Declarations. */
class MTLContext;
/**
* State manager keeping track of the draw state and applying it before drawing.
* Metal Implementation.
**/
class MTLStateManager : public StateManager {
public:
private:
/* Current state of the associated MTLContext.
* Avoids resetting the whole state for every change. */
GPUState current_;
GPUStateMutable current_mutable_;
MTLContext *context_;
public:
MTLStateManager(MTLContext *ctx);
void apply_state(void) override;
void force_state(void) override;
void issue_barrier(eGPUBarrier barrier_bits) override;
void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override;
void texture_unbind(Texture *tex) override;
void texture_unbind_all(void) override;
void image_bind(Texture *tex, int unit) override;
void image_unbind(Texture *tex) override;
void image_unbind_all(void) override;
void texture_unpack_row_length_set(uint len) override;
private:
void set_write_mask(const eGPUWriteMask value);
void set_depth_test(const eGPUDepthTest value);
void set_stencil_test(const eGPUStencilTest test, const eGPUStencilOp operation);
void set_stencil_mask(const eGPUStencilTest test, const GPUStateMutable state);
void set_clip_distances(const int new_dist_len, const int old_dist_len);
void set_logic_op(const bool enable);
void set_facing(const bool invert);
void set_backface_culling(const eGPUFaceCullTest test);
void set_provoking_vert(const eGPUProvokingVertex vert);
void set_shadow_bias(const bool enable);
void set_blend(const eGPUBlend value);
void set_state(const GPUState &state);
void set_mutable_state(const GPUStateMutable &state);
/* METAL State utility functions. */
void mtl_state_init();
void mtl_depth_range(float near, float far);
void mtl_stencil_mask(uint mask);
void mtl_stencil_set_func(eGPUStencilTest stencil_func, int ref, uint mask);
MEM_CXX_CLASS_ALLOC_FUNCS("MTLStateManager")
};
} // namespace blender::gpu
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