Files
test/source/blender/gpu/intern/gpu_state_private.hh
Clément Foucault 8ac5940e33 GPU: Add GL_ARB_clip_control support to the GL backend
This adds support for the extension and always
set the clip state value to 0..1 to align with vulkan
and metal. Moreover this is needed for the Reverse Z
implementation.

Note that this is a OpenGL 4.5 feature and is not
required to start Blender. So there must still be
a fallback path for now.

Rel #138898

Pull Request: https://projects.blender.org/blender/blender/pulls/138941
2025-05-16 13:53:36 +02:00

194 lines
4.5 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utildefines.h"
#include "GPU_state.hh"
#include "gpu_texture_private.hh"
#include <cstring>
namespace blender::gpu {
/* Encapsulate all pipeline state that we need to track.
* Try to keep small to reduce validation time. */
union GPUState {
struct {
/** eGPUWriteMask */
uint32_t write_mask : 13;
/** eGPUBlend */
uint32_t blend : 4;
/** eGPUFaceCullTest */
uint32_t culling_test : 2;
/** eGPUDepthTest */
uint32_t depth_test : 3;
/** eGPUStencilTest */
uint32_t stencil_test : 3;
/** eGPUStencilOp */
uint32_t stencil_op : 3;
/** eGPUProvokingVertex */
uint32_t provoking_vert : 1;
/** Enable bits. */
uint32_t logic_op_xor : 1;
uint32_t invert_facing : 1;
uint32_t shadow_bias : 1;
/** Clip range of 0..1 on OpenGL. */
uint32_t clip_control : 1;
/** Number of clip distances enabled. */
/* TODO(fclem): This should be a shader property. */
uint32_t clip_distances : 3;
/* TODO(fclem): remove, old opengl features. */
uint32_t polygon_smooth : 1;
uint32_t line_smooth : 1;
};
/* Here to allow fast bit-wise ops. */
uint64_t data;
};
BLI_STATIC_ASSERT(sizeof(GPUState) == sizeof(uint64_t), "GPUState is too big.");
inline bool operator==(const GPUState &a, const GPUState &b)
{
return a.data == b.data;
}
inline bool operator!=(const GPUState &a, const GPUState &b)
{
return !(a == b);
}
inline GPUState operator^(const GPUState &a, const GPUState &b)
{
GPUState r;
r.data = a.data ^ b.data;
return r;
}
inline GPUState operator~(const GPUState &a)
{
GPUState r;
r.data = ~a.data;
return r;
}
/* Mutable state that does not require pipeline change. */
union GPUStateMutable {
struct {
/* Viewport State */
/** TODO: remove. */
float depth_range[2];
/** Positive if using program point size. */
/* TODO(fclem): should be passed as uniform to all shaders. */
float point_size;
/** Not supported on every platform. Prefer using wide-line shader. */
float line_width;
/** Mutable stencil states. */
uint8_t stencil_write_mask;
uint8_t stencil_compare_mask;
uint8_t stencil_reference;
uint8_t _pad0[5];
/* IMPORTANT: ensure x64 struct alignment. */
};
/* Here to allow fast bit-wise ops. */
uint64_t data[3];
};
BLI_STATIC_ASSERT(sizeof(GPUStateMutable) == sizeof(GPUStateMutable::data),
"GPUStateMutable is too big.");
inline bool operator==(const GPUStateMutable &a, const GPUStateMutable &b)
{
return a.data[0] == b.data[0] && a.data[1] == b.data[1] && a.data[2] == b.data[2];
}
inline bool operator!=(const GPUStateMutable &a, const GPUStateMutable &b)
{
return !(a == b);
}
inline GPUStateMutable operator^(const GPUStateMutable &a, const GPUStateMutable &b)
{
GPUStateMutable r;
for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
r.data[i] = a.data[i] ^ b.data[i];
}
return r;
}
inline GPUStateMutable operator~(const GPUStateMutable &a)
{
GPUStateMutable r;
for (int i = 0; i < ARRAY_SIZE(a.data); i++) {
r.data[i] = ~a.data[i];
}
return r;
}
/**
* State manager keeping track of the draw state and applying it before drawing.
* Base class which is then specialized for each implementation (GL, VK, ...).
*/
class StateManager {
public:
GPUState state;
GPUStateMutable mutable_state;
bool use_bgl = false;
StateManager();
virtual ~StateManager() = default;
virtual void apply_state() = 0;
virtual void force_state() = 0;
virtual void issue_barrier(eGPUBarrier barrier_bits) = 0;
virtual void texture_bind(Texture *tex, GPUSamplerState sampler, int unit) = 0;
virtual void texture_unbind(Texture *tex) = 0;
virtual void texture_unbind_all() = 0;
virtual void image_bind(Texture *tex, int unit) = 0;
virtual void image_unbind(Texture *tex) = 0;
virtual void image_unbind_all() = 0;
virtual void texture_unpack_row_length_set(uint len) = 0;
};
/**
* GPUFence.
*/
class Fence {
protected:
bool signalled_ = false;
public:
Fence() = default;
virtual ~Fence() = default;
virtual void signal() = 0;
virtual void wait() = 0;
};
/* Syntactic sugar. */
static inline GPUFence *wrap(Fence *pixbuf)
{
return reinterpret_cast<GPUFence *>(pixbuf);
}
static inline Fence *unwrap(GPUFence *pixbuf)
{
return reinterpret_cast<Fence *>(pixbuf);
}
static inline const Fence *unwrap(const GPUFence *pixbuf)
{
return reinterpret_cast<const Fence *>(pixbuf);
}
} // namespace blender::gpu