#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_array_object.h>
+#include "blend.h"
#include "buffer.h"
#include "deviceinfo.h"
+#include "depthtest.h"
#include "pipelinestate.h"
#include "program.h"
+#include "stenciltest.h"
#include "texture.h"
#include "uniformblock.h"
#include "vertexsetup.h"
front_face(COUNTERCLOCKWISE),
face_cull(NO_CULL),
enabled_clip_planes(0),
+ depth_test(0),
+ stencil_test(0),
+ blend(0),
changes(0)
{
if(!ARB_direct_state_access && bound_tex_targets.empty())
}
}
+void PipelineState::set_depth_test(const DepthTest *dt)
+{
+ set(depth_test, dt, DEPTH_TEST);
+}
+
+void PipelineState::set_stencil_test(const StencilTest *st)
+{
+ set(stencil_test, st, STENCIL_TEST);
+}
+
+void PipelineState::set_blend(const Blend *b)
+{
+ set(blend, b, BLEND);
+}
+
void PipelineState::apply() const
{
apply(this==last_applied ? changes : ~0U);
}
}
+ if(mask&DEPTH_TEST)
+ {
+ if(depth_test && depth_test->enabled)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(get_gl_predicate(depth_test->compare));
+ }
+ else
+ glDisable(GL_DEPTH_TEST);
+
+ glDepthMask(!depth_test || depth_test->write);
+ }
+
+ if(mask&STENCIL_TEST)
+ {
+ if(stencil_test && stencil_test->enabled)
+ {
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(get_gl_predicate(stencil_test->compare), stencil_test->reference, 0xFFFFFFFF);
+ glStencilOp(get_gl_stencil_op(stencil_test->stencil_fail_op), get_gl_stencil_op(stencil_test->depth_fail_op), get_gl_stencil_op(stencil_test->depth_pass_op));
+ }
+ else
+ glDisable(GL_STENCIL_TEST);
+ }
+
+ if(mask&BLEND)
+ {
+ if(blend && blend->enabled)
+ {
+ glEnable(GL_BLEND);
+ glBlendEquation(get_gl_blend_equation(blend->equation));
+ glBlendFunc(get_gl_blend_factor(blend->src_factor), get_gl_blend_factor(blend->dst_factor));
+ glBlendColor(blend->constant.r, blend->constant.g, blend->constant.b, blend->constant.a);
+ }
+ else
+ glDisable(GL_BLEND);
+ }
+
last_applied = this;
changes &= ~mask;
}
if(i->block)
glBindBufferBase(GL_UNIFORM_BUFFER, i->binding, 0);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(true);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
+
last_applied = 0;
}
}