X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fcore%2Fpipelinestate.h;h=28624ed7ca64a5a0e5bba111cf45b27477bb11e5;hp=68983d11c1d7f3d00ef3d3656bf487c396c6f6ce;hb=HEAD;hpb=acaefb4c669f01855252818ef0a2958cbdababc3 diff --git a/source/core/pipelinestate.h b/source/core/pipelinestate.h index 68983d11..a836c407 100644 --- a/source/core/pipelinestate.h +++ b/source/core/pipelinestate.h @@ -3,113 +3,126 @@ #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; -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 + 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; - - BoundUniformBlock(int); + 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; + + BoundResource(int b): binding(b), texture(0), sampler(0) { } }; 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, + RESOURCES = 16, + VERTEX_SETUP = 64, + FACE_CULL = 128, + DEPTH_TEST = 256, + STENCIL_TEST = 512, + BLEND = 1024, + PRIMITIVE_TYPE = 2048, + PATCH_SIZE = 4096 }; - 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 textures; - std::vector uniform_blocks; - const DepthTest *depth_test; - const StencilTest *stencil_test; - const Blend *blend; - mutable unsigned changes; + const Framebuffer *framebuffer = 0; + Rect viewport = Rect::max(); + Rect scissor = Rect::max(); + const Program *shprog = 0; + std::vector resources; + const VertexSetup *vertex_setup = 0; + PrimitiveType primitive_type = TRIANGLES; + unsigned patch_size = 0; + FaceWinding front_face = COUNTERCLOCKWISE; + CullMode face_cull = NO_CULL; + DepthTest depth_test; + StencilTest stencil_test; + Blend blend; - static const PipelineState *last_applied; - static std::vector bound_tex_targets; - static std::vector bound_uniform_blocks; - static unsigned restart_index; - -public: - PipelineState(); - ~PipelineState(); - -private: 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_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_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(); + void check_bound_resources() const; }; } // namespace GL