]> git.tdb.fi Git - libs/gl.git/blobdiff - source/core/pipelinestate.h
Check the flat qualifier from the correct member
[libs/gl.git] / source / core / pipelinestate.h
index 0973bfb5ba16a4c7d04f6f54844ea677149c6c25..a836c4070b368e4103b80c5ed656cf790d2f15ba 100644 (file)
@@ -3,20 +3,21 @@
 
 #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;
@@ -31,23 +32,33 @@ class PipelineState: public PipelineStateBackend
        friend PipelineStateBackend;
 
 private:
-       struct BoundTexture
+       enum ResourceType: std::uint8_t
        {
-               unsigned binding;
-               mutable bool changed;
-               const Texture *texture;
-               const Sampler *sampler;
-
-               BoundTexture(unsigned);
+               NO_RESOURCE,
+               UNIFORM_BLOCK,
+               SAMPLED_TEXTURE,
+               STORAGE_TEXTURE
        };
 
-       struct BoundUniformBlock
+       struct BoundResource
        {
-               int binding;
-               mutable bool changed;
-               const UniformBlock *block;
+               int binding = 0;
+               ResourceType type = NO_RESOURCE;
+               mutable bool changed = false;
+               mutable bool used = false;
+               union
+               {
+                       const UniformBlock *block;
+                       const Texture *texture;
+               };
+               union
+               {
+                       const Buffer *buffer;
+                       const Sampler *sampler;
+               };
+               int mip_level = -1;
 
-               BoundUniformBlock(int);
+               BoundResource(int b): binding(b), texture(0), sampler(0) { }
        };
 
        enum ChangeMask
@@ -56,53 +67,62 @@ private:
                VIEWPORT = 2,
                SCISSOR = 4,
                SHPROG = 8,
-               UNIFORMS = 16,
-               TEXTURES = 32,
+               RESOURCES = 16,
                VERTEX_SETUP = 64,
                FACE_CULL = 128,
                DEPTH_TEST = 256,
                STENCIL_TEST = 512,
                BLEND = 1024,
-               PRIMITIVE_TYPE = 2048
+               PRIMITIVE_TYPE = 2048,
+               PATCH_SIZE = 4096
        };
 
        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;
+       unsigned patch_size = 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;
+       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_patch_size(unsigned);
        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 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; }
+
+private:
+       void check_bound_resources() const;
 };
 
 } // namespace GL