#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 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
{
SHPROG = 1,
VERTEX_SETUP = 2,
FACE_CULL = 4,
- CLIP_PLANES = 8,
TEXTURES = 16,
UNIFORMS = 32,
DEPTH_TEST = 64,
SCISSOR = 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;
+ const Framebuffer *framebuffer = 0;
+ const Rect *viewport = 0;
+ const Rect *scissor = 0;
+ const Program *shprog = 0;
+ const VertexSetup *vertex_setup = 0;
+ FaceWinding front_face = COUNTERCLOCKWISE;
+ CullMode face_cull = NO_CULL;
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;
+ const DepthTest *depth_test = 0;
+ const StencilTest *stencil_test = 0;
+ const Blend *blend = 0;
+ mutable unsigned changes = 0;
-public:
- PipelineState();
- ~PipelineState();
-
-private:
template<typename T>
void set(T &, T, unsigned);
public:
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