X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcore%2Fpipelinestate.h;h=28624ed7ca64a5a0e5bba111cf45b27477bb11e5;hb=3efe3bab1c8290bd49a957ebec0ad97e58a35fcf;hp=6d4d2f6441099a2565fc2d245e57f475bacd49f6;hpb=f82ef715f0d7e1e7d0b93be4b7b89c8ce6bba40b;p=libs%2Fgl.git diff --git a/source/core/pipelinestate.h b/source/core/pipelinestate.h index 6d4d2f64..28624ed7 100644 --- a/source/core/pipelinestate.h +++ b/source/core/pipelinestate.h @@ -3,23 +3,30 @@ #include #include +#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; +/** +Stores state for the entire GPU pipeline. + +Applications normally use the higher-level Renderer class rather than this. +*/ class PipelineState: public PipelineStateBackend { friend PipelineStateBackend; @@ -27,69 +34,77 @@ class PipelineState: public PipelineStateBackend private: struct BoundTexture { - unsigned binding; - mutable bool changed; - const Texture *texture; - const Sampler *sampler; + unsigned binding = 0; + mutable bool changed = false; + mutable bool used = false; + const Texture *texture = 0; + const Sampler *sampler = 0; + int level = -1; - BoundTexture(unsigned); + BoundTexture(unsigned b): binding(b) { } }; struct BoundUniformBlock { - int binding; - mutable bool changed; - const UniformBlock *block; + int binding = 0; + mutable bool changed = false; + mutable bool used = false; + const UniformBlock *block = 0; + const Buffer *buffer = 0; - BoundUniformBlock(int); + BoundUniformBlock(int b): binding(b) { } }; enum ChangeMask { - SHPROG = 1, - VERTEX_SETUP = 2, - FACE_CULL = 4, - 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 = 0; - const Rect *viewport = 0; - const Rect *scissor = 0; + Rect viewport = Rect::max(); + Rect scissor = Rect::max(); const Program *shprog = 0; + std::vector uniform_blocks; + std::vector textures; const VertexSetup *vertex_setup = 0; + PrimitiveType primitive_type = TRIANGLES; FaceWinding front_face = COUNTERCLOCKWISE; CullMode face_cull = NO_CULL; - std::vector textures; - std::vector uniform_blocks; - const DepthTest *depth_test = 0; - const StencilTest *stencil_test = 0; - const Blend *blend = 0; - mutable unsigned changes = 0; + DepthTest depth_test; + StencilTest stencil_test; + Blend blend; template - 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_vertex_setup(const VertexSetup *); + void set_primitive_type(PrimitiveType); void set_front_face(FaceWinding); void set_face_cull(CullMode); - void set_texture(unsigned, const Texture *, const Sampler *); - void set_uniform_block(int, const UniformBlock *); - 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 Program *get_shader_program() const { return shprog; } const VertexSetup *get_vertex_setup() const { return vertex_setup; } FaceWinding get_front_face() const { return front_face; }