-#ifndef PIPELINESTATE_H_
-#define PIPELINESTATE_H_
+#ifndef MSP_GL_PIPELINESTATE_H_
+#define MSP_GL_PIPELINESTATE_H_
#include <vector>
#include <msp/core/noncopyable.h>
namespace Msp {
namespace GL {
-class BufferBackedUniformBlock;
-class DefaultUniformBlock;
+class Blend;
+class DepthTest;
+class Framebuffer;
class Program;
+class Rect;
class Sampler;
+class StencilTest;
class Texture;
class UniformBlock;
class VertexSetup;
-class WindingTest;
class PipelineState: public NonCopyable
{
FACE_CULL = 4,
CLIP_PLANES = 8,
TEXTURES = 16,
- UNIFORMS = 32
+ UNIFORMS = 32,
+ DEPTH_TEST = 64,
+ STENCIL_TEST = 128,
+ BLEND = 256,
+ FRAMEBUFFER = 512,
+ VIEWPORT = 1024,
+ SCISSOR = 2048
};
+ const Framebuffer *framebuffer;
+ const Rect *viewport;
+ const Rect *scissor;
const Program *shprog;
const VertexSetup *vertex_setup;
FaceWinding front_face;
unsigned enabled_clip_planes;
std::vector<BoundTexture> textures;
std::vector<BoundUniformBlock> uniform_blocks;
+ const DepthTest *depth_test;
+ const StencilTest *stencil_test;
+ const Blend *blend;
mutable unsigned changes;
static const PipelineState *last_applied;
static std::vector<int> bound_tex_targets;
+ static std::vector<char> bound_uniform_blocks;
+ static unsigned restart_index;
public:
PipelineState();
~PipelineState();
+private:
+ template<typename T>
+ void set(T &, T, unsigned);
+public:
+ void set_framebuffer(const Framebuffer *);
+ void set_viewport(const Rect *);
+ void set_scissor(const Rect *);
void set_shader_program(const Program *);
void set_vertex_setup(const VertexSetup *);
void set_front_face(FaceWinding);
void set_face_cull(CullMode);
void set_enabled_clip_planes(unsigned);
void set_texture(unsigned, const Texture *, const Sampler *);
- void set_uniforms(const DefaultUniformBlock *);
- void set_uniform_block(unsigned, const BufferBackedUniformBlock *);
-private:
- void set_uniform_block_(int, const UniformBlock *);
-public:
+ void set_uniform_block(int, const UniformBlock *);
+ void set_depth_test(const DepthTest *);
+ void set_stencil_test(const StencilTest *);
+ void set_blend(const Blend *);
+ const Framebuffer *get_framebuffer() const { return framebuffer; }
const Program *get_shader_program() const { return shprog; }
const VertexSetup *get_vertex_setup() const { return vertex_setup; }
FaceWinding get_front_face() const { return front_face; }