#include <vector>
#include <msp/core/noncopyable.h>
+#include "blend.h"
#include "cullface.h"
+#include "depthtest.h"
#include "pipelinestate_backend.h"
#include "primitivetype.h"
+#include "rect.h"
+#include "stenciltest.h"
namespace Msp {
namespace GL {
-class Blend;
-class DepthTest;
+class Buffer;
class Framebuffer;
class Program;
-class Rect;
class Sampler;
-class StencilTest;
class Texture;
class UniformBlock;
class VertexSetup;
friend PipelineStateBackend;
private:
- struct BoundTexture
+ enum ResourceType: std::uint8_t
{
- unsigned binding = 0;
- mutable bool changed = false;
- mutable bool used = false;
- const Texture *texture = 0;
- const Sampler *sampler = 0;
- int level = -1;
-
- BoundTexture(unsigned b): binding(b) { }
+ NO_RESOURCE,
+ UNIFORM_BLOCK,
+ SAMPLED_TEXTURE,
+ STORAGE_TEXTURE
};
- struct BoundUniformBlock
+ struct BoundResource
{
int binding = 0;
+ ResourceType type = NO_RESOURCE;
mutable bool changed = false;
mutable bool used = false;
- const UniformBlock *block = 0;
+ union
+ {
+ const UniformBlock *block;
+ const Texture *texture;
+ };
+ union
+ {
+ const Buffer *buffer;
+ const Sampler *sampler;
+ };
+ int mip_level = -1;
- BoundUniformBlock(int b): binding(b) { }
+ BoundResource(int b): binding(b), texture(0), sampler(0) { }
};
enum ChangeMask
VIEWPORT = 2,
SCISSOR = 4,
SHPROG = 8,
- UNIFORMS = 16,
- TEXTURES = 32,
+ RESOURCES = 16,
VERTEX_SETUP = 64,
FACE_CULL = 128,
DEPTH_TEST = 256,
};
const Framebuffer *framebuffer = 0;
- const Rect *viewport = 0;
- const Rect *scissor = 0;
+ Rect viewport = Rect::max();
+ Rect scissor = Rect::max();
const Program *shprog = 0;
- std::vector<BoundUniformBlock> uniform_blocks;
- std::vector<BoundTexture> textures;
+ std::vector<BoundResource> resources;
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;
+ DepthTest depth_test;
+ StencilTest stencil_test;
+ Blend blend;
template<typename T>
- void set(T &, T, unsigned);
+ void set(T &, const T &, unsigned);
public:
void set_framebuffer(const Framebuffer *);
- void set_viewport(const Rect *);
- void set_scissor(const Rect *);
+ 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_texture(unsigned, const Texture *, int, const Sampler *);
+ void set_storage_texture(unsigned, const Texture *);
+private:
+ void set_texture_resource(unsigned, const Texture *, int, const Sampler *);
+public:
void set_vertex_setup(const VertexSetup *);
void set_primitive_type(PrimitiveType);
void set_front_face(FaceWinding);
void set_face_cull(CullMode);
- void set_depth_test(const DepthTest *);
- void set_stencil_test(const StencilTest *);
- void set_blend(const Blend *);
+ 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 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; }