68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
/* SPDX-FileCopyrightText: 2016 by Mike Erwin. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Mimics old style opengl immediate mode drawing.
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*/
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#pragma once
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#include <optional>
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#include "GPU_batch.hh"
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#include "GPU_primitive.hh"
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#include "GPU_shader.hh"
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#include "GPU_vertex_format.hh"
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namespace blender::gpu {
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class Immediate {
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public:
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/** Pointer to the mapped buffer data for the current vertex. */
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uchar *vertex_data = nullptr;
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/** Current vertex index. */
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uint vertex_idx = 0;
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/** Length of the buffer in vertices. */
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uint vertex_len = 0;
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/** Which attributes of current vertex have not been given values? */
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uint16_t unassigned_attr_bits = 0;
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/** Attributes that needs to be set. One bit per attribute. */
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uint16_t enabled_attr_bits = 0;
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/** Current draw call specification. */
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GPUPrimType prim_type = GPU_PRIM_NONE;
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GPUVertFormat vertex_format = {};
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gpu::Shader *shader = nullptr;
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/** Enforce strict vertex count (disabled when using #immBeginAtMost). */
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bool strict_vertex_len = true;
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/** Batch in construction when using #immBeginBatch. */
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Batch *batch = nullptr;
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/** Wide Line workaround. */
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/** Previously bound shader to restore after drawing. */
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std::optional<GPUBuiltinShader> prev_builtin_shader;
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/** Builtin shader index. Used to test if the line width workaround can be done. */
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std::optional<GPUBuiltinShader> builtin_shader_bound;
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/** Uniform color: Kept here to update the wide-line shader just before #immBegin. */
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float uniform_color[4];
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Immediate() = default;
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virtual ~Immediate() = default;
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virtual uchar *begin() = 0;
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virtual void end() = 0;
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/* To be called after polyline SSBO binding. */
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void polyline_draw_workaround(uint64_t offset);
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};
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} // namespace blender::gpu
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void immActivate();
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void immDeactivate();
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