void OpenGLPipelineState::apply(unsigned mask) const
{
- const PipelineState *self = static_cast<const PipelineState *>(this);
+ const PipelineState &self = *static_cast<const PipelineState *>(this);
if(mask&PipelineState::FRAMEBUFFER)
{
- const Framebuffer *framebuffer = self->framebuffer;
+ const Framebuffer *framebuffer = self.framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer ? framebuffer->id : 0);
if(framebuffer)
{
if(mask&(PipelineState::VIEWPORT|PipelineState::FRAMEBUFFER))
{
- if(const Rect *viewport = self->viewport)
+ if(const Rect *viewport = self.viewport)
glViewport(viewport->left, viewport->bottom, viewport->width, viewport->height);
- else if(const Framebuffer *framebuffer = self->framebuffer)
+ else if(const Framebuffer *framebuffer = self.framebuffer)
glViewport(0, 0, framebuffer->get_width(), framebuffer->get_height());
}
if(mask&PipelineState::SCISSOR)
{
- if(const Rect *scissor = self->scissor)
+ if(const Rect *scissor = self.scissor)
{
glEnable(GL_SCISSOR_TEST);
glScissor(scissor->left, scissor->bottom, scissor->width, scissor->height);
if(mask&PipelineState::SHPROG)
{
- glUseProgram(self->shprog ? self->shprog->id : 0);
+ glUseProgram(self.shprog ? self.shprog->id : 0);
- unsigned ncd = (self->shprog ? self->shprog->get_n_clip_distances() : 0);
+ unsigned ncd = (self.shprog ? self.shprog->get_n_clip_distances() : 0);
if(ncd!=n_clip_distances)
{
for(unsigned i=0; (i<ncd || i<n_clip_distances); ++i)
if(mask&PipelineState::UNIFORMS)
{
- for(const PipelineState::BoundUniformBlock &u: self->uniform_blocks)
+ for(const PipelineState::BoundUniformBlock &u: self.uniform_blocks)
if(u.changed || mask==~0U)
{
if(u.block)
glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
bound_uniform_blocks[u.binding] = 1;
}
- else if(self->shprog)
+ else if(self.shprog)
{
const char *data = static_cast<const char *>(u.block->get_data_pointer());
- for(const Program::UniformCall &call: self->shprog->uniform_calls)
+ for(const Program::UniformCall &call: self.shprog->uniform_calls)
call.func(call.location, call.size, data+call.location*16);
}
}
if(mask&PipelineState::TEXTURES)
{
- for(const PipelineState::BoundTexture &t: self->textures)
+ for(const PipelineState::BoundTexture &t: self.textures)
if(t.changed || mask==~0U)
{
if(t.texture && t.sampler)
if(mask&PipelineState::VERTEX_SETUP)
{
- const VertexSetup *vertex_setup = self->vertex_setup;
+ const VertexSetup *vertex_setup = self.vertex_setup;
glBindVertexArray(vertex_setup ? vertex_setup->id : 0);
if(vertex_setup)
{
if(mask&PipelineState::FACE_CULL)
{
- glFrontFace(self->front_face==CLOCKWISE ? GL_CW : GL_CCW);
+ glFrontFace(self.front_face==CLOCKWISE ? GL_CW : GL_CCW);
- if(self->face_cull!=NO_CULL && self->front_face!=NON_MANIFOLD)
+ if(self.face_cull!=NO_CULL && self.front_face!=NON_MANIFOLD)
{
glEnable(GL_CULL_FACE);
- glCullFace(self->face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
+ glCullFace(self.face_cull==CULL_FRONT ? GL_FRONT : GL_BACK);
}
else
glDisable(GL_CULL_FACE);
if(mask&PipelineState::DEPTH_TEST)
{
- const DepthTest *depth_test = self->depth_test;
+ const DepthTest *depth_test = self.depth_test;
if(depth_test && depth_test->enabled)
{
glEnable(GL_DEPTH_TEST);
if(mask&PipelineState::STENCIL_TEST)
{
- const StencilTest *stencil_test = self->stencil_test;
+ const StencilTest *stencil_test = self.stencil_test;
if(stencil_test && stencil_test->enabled)
{
glEnable(GL_STENCIL_TEST);
if(mask&PipelineState::BLEND)
{
- const Blend *blend = self->blend;
+ const Blend *blend = self.blend;
if(blend && blend->enabled)
{
glEnable(GL_BLEND);
}
last_applied = this;
- self->changes &= ~mask;
+ self.changes &= ~mask;
}
void OpenGLPipelineState::clear()