#include <vector>
#include <msp/core/noncopyable.h>
#include "cullface.h"
+#include "pipelinestate_backend.h"
+#include "primitivetype.h"
namespace Msp {
namespace GL {
class Blend;
-class BufferBackedUniformBlock;
-class DefaultUniformBlock;
class DepthTest;
class Framebuffer;
class Program;
class UniformBlock;
class VertexSetup;
-class PipelineState: public NonCopyable
+/**
+Stores state for the entire GPU pipeline.
+
+Applications normally use the higher-level Renderer class rather than this.
+*/
+class PipelineState: public PipelineStateBackend
{
+ friend PipelineStateBackend;
+
private:
struct BoundTexture
{
- unsigned binding;
- mutable bool changed;
- const Texture *texture;
- const Sampler *sampler;
+ unsigned binding = 0;
+ mutable bool changed = false;
+ const Texture *texture = 0;
+ const Sampler *sampler = 0;
- BoundTexture(unsigned);
+ BoundTexture(unsigned b): binding(b) { }
};
struct BoundUniformBlock
{
- int binding;
- mutable bool changed;
- const UniformBlock *block;
+ int binding = 0;
+ mutable bool changed = false;
+ const UniformBlock *block = 0;
- BoundUniformBlock(int);
+ BoundUniformBlock(int b): binding(b) { }
};
enum ChangeMask
{
- SHPROG = 1,
- VERTEX_SETUP = 2,
- FACE_CULL = 4,
- CLIP_PLANES = 8,
- TEXTURES = 16,
- UNIFORMS = 32,
- DEPTH_TEST = 64,
- STENCIL_TEST = 128,
- BLEND = 256,
- FRAMEBUFFER = 512,
- VIEWPORT = 1024,
- SCISSOR = 2048
+ FRAMEBUFFER = 1,
+ VIEWPORT = 2,
+ SCISSOR = 4,
+ SHPROG = 8,
+ UNIFORMS = 16,
+ TEXTURES = 32,
+ VERTEX_SETUP = 64,
+ FACE_CULL = 128,
+ DEPTH_TEST = 256,
+ STENCIL_TEST = 512,
+ BLEND = 1024,
+ PRIMITIVE_TYPE = 2048
};
- const Framebuffer *framebuffer;
- const Rect *viewport;
- const Rect *scissor;
- const Program *shprog;
- const VertexSetup *vertex_setup;
- FaceWinding front_face;
- CullMode face_cull;
- unsigned enabled_clip_planes;
- std::vector<BoundTexture> textures;
+ const Framebuffer *framebuffer = 0;
+ const Rect *viewport = 0;
+ const Rect *scissor = 0;
+ const Program *shprog = 0;
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();
+ std::vector<BoundTexture> textures;
+ const VertexSetup *vertex_setup = 0;
+ PrimitiveType primitive_type = TRIANGLES;
+ FaceWinding front_face = COUNTERCLOCKWISE;
+ CullMode face_cull = NO_CULL;
+ const DepthTest *depth_test = 0;
+ const StencilTest *stencil_test = 0;
+ const Blend *blend = 0;
-private:
template<typename T>
void set(T &, T, unsigned);
public:
void set_viewport(const Rect *);
void set_scissor(const Rect *);
void set_shader_program(const Program *);
+ void set_uniform_block(int, const UniformBlock *);
+ void set_texture(unsigned, const Texture *, const Sampler *);
void set_vertex_setup(const VertexSetup *);
+ void set_primitive_type(PrimitiveType);
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_depth_test(const DepthTest *);
void set_stencil_test(const StencilTest *);
void set_blend(const Blend *);
const Framebuffer *get_framebuffer() const { return framebuffer; }
+ const Rect *get_viewport() const { return viewport; }
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; }
CullMode get_face_cull() const { return face_cull; }
-
- void apply() const;
-private:
- void apply(unsigned) const;
-public:
- static void clear();
};
} // namespace GL