-#ifndef PIPELINESTATE_H_
-#define PIPELINESTATE_H_
+#ifndef MSP_GL_PIPELINESTATE_H_
+#define MSP_GL_PIPELINESTATE_H_
#include <vector>
#include <msp/core/noncopyable.h>
#include "cullface.h"
+#include "pipelinestate_backend.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
+/**
+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
{
enum ChangeMask
{
- SHPROG = 1,
- VERTEX_SETUP = 2,
- FACE_CULL = 4,
- CLIP_PLANES = 8,
- TEXTURES = 16,
- UNIFORMS = 32
+ 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
};
- 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;
- mutable unsigned changes;
-
- static const PipelineState *last_applied;
- static std::vector<int> bound_tex_targets;
-
-public:
- PipelineState();
- ~PipelineState();
+ std::vector<BoundTexture> textures;
+ const VertexSetup *vertex_setup = 0;
+ FaceWinding front_face = COUNTERCLOCKWISE;
+ CullMode face_cull = NO_CULL;
+ const DepthTest *depth_test = 0;
+ const StencilTest *stencil_test = 0;
+ const Blend *blend = 0;
+ mutable unsigned changes = 0;
-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_uniform_block(int, const UniformBlock *);
+ void set_texture(unsigned, const Texture *, const Sampler *);
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_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; }
CullMode get_face_cull() const { return face_cull; }
-
- void apply() const;
-private:
- void apply(unsigned) const;
-public:
- static void clear();
};
} // namespace GL