]> git.tdb.fi Git - libs/gl.git/blobdiff - source/core/pipelinestate.h
Load textures in a type-generic way
[libs/gl.git] / source / core / pipelinestate.h
index a931e25c406808232cd07809c44d616d15c5a7d4..42543e4dc2596f5de2e2c0a7c71e85f9b64fa4c8 100644 (file)
@@ -1,27 +1,29 @@
-#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 Blend;
-class BufferBackedUniformBlock;
-class DefaultUniformBlock;
 class DepthTest;
+class Framebuffer;
 class Program;
+class Rect;
 class Sampler;
 class StencilTest;
 class Texture;
 class UniformBlock;
 class VertexSetup;
-class WindingTest;
 
-class PipelineState: public NonCopyable
+class PipelineState: public PipelineStateBackend
 {
+       friend PipelineStateBackend;
+
 private:
        struct BoundTexture
        {
@@ -52,9 +54,15 @@ private:
                UNIFORMS = 32,
                DEPTH_TEST = 64,
                STENCIL_TEST = 128,
-               BLEND = 256
+               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;
@@ -67,42 +75,32 @@ private:
        const Blend *blend;
        mutable unsigned changes;
 
-       static const PipelineState *last_applied;
-       static std::vector<int> bound_tex_targets;
-
 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; }
        CullMode get_face_cull() const { return face_cull; }
-
-       void apply() const;
-private:
-       void apply(unsigned) const;
-public:
-       static void clear();
 };
 
 } // namespace GL