]> git.tdb.fi Git - libs/gl.git/blobdiff - source/core/pipelinestate.h
Adapt to changes in mspmath
[libs/gl.git] / source / core / pipelinestate.h
index 68983d11c1d7f3d00ef3d3656bf487c396c6f6ce..28624ed7ca64a5a0e5bba111cf45b27477bb11e5 100644 (file)
 
 #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;
 
-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
        {
-               unsigned binding;
-               mutable bool changed;
-               const Texture *texture;
-               const Sampler *sampler;
-
-               BoundTexture(unsigned);
+               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) { }
        };
 
        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,
-               CLIP_PLANES = 8,
-               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;
-       const Rect *viewport;
-       const Rect *scissor;
-       const Program *shprog;
-       const VertexSetup *vertex_setup;
-       FaceWinding front_face;
-       CullMode face_cull;
-       unsigned enabled_clip_planes;
-       std::vector<BoundTexture> textures;
+       const Framebuffer *framebuffer = 0;
+       Rect viewport = Rect::max();
+       Rect scissor = Rect::max();
+       const Program *shprog = 0;
        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;
-       static std::vector<char> bound_uniform_blocks;
-       static unsigned restart_index;
-
-public:
-       PipelineState();
-       ~PipelineState();
+       std::vector<BoundTexture> textures;
+       const VertexSetup *vertex_setup = 0;
+       PrimitiveType primitive_type = TRIANGLES;
+       FaceWinding front_face = COUNTERCLOCKWISE;
+       CullMode face_cull = NO_CULL;
+       DepthTest depth_test;
+       StencilTest stencil_test;
+       Blend blend;
 
-private:
        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_vertex_setup(const VertexSetup *);
+       void set_primitive_type(PrimitiveType);
        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_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; }
        CullMode get_face_cull() const { return face_cull; }
-
-       void apply() const;
-private:
-       void apply(unsigned) const;
-public:
-       static void clear();
 };
 
 } // namespace GL