Commit: 18d2db22ff12ca0fbe04ee94737176a2908127e7 Author: Clément Foucault Date: Tue Jul 28 19:26:54 2020 +0200 Branches: master https://developer.blender.org/rB18d2db22ff12ca0fbe04ee94737176a2908127e7
GPU: Move gpu_state.c to C++ =================================================================== M source/blender/gpu/CMakeLists.txt R080 source/blender/gpu/intern/gpu_state.c source/blender/gpu/intern/gpu_state.cc =================================================================== diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 28f4f913f94..de57bc012e0 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -77,7 +77,7 @@ set(SRC intern/gpu_select_sample_query.c intern/gpu_shader.c intern/gpu_shader_interface.c - intern/gpu_state.c + intern/gpu_state.cc intern/gpu_texture.cc intern/gpu_texture_image.cc intern/gpu_texture_smoke.cc diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.cc similarity index 80% rename from source/blender/gpu/intern/gpu_state.c rename to source/blender/gpu/intern/gpu_state.cc index bd7aff9772b..fc5eb5a87e3 100644 --- a/source/blender/gpu/intern/gpu_state.c +++ b/source/blender/gpu/intern/gpu_state.cc @@ -276,33 +276,18 @@ void GPU_clip_distances(int distances_new) typedef struct { eGPUAttrMask mask; - /* GL_ENABLE_BIT */ + /* GL_BLEND_BIT */ uint is_blend : 1; - uint is_cull_face : 1; - uint is_depth_test : 1; - /* uint is_lighting : 1; */ /* UNUSED */ - uint is_line_smooth : 1; - uint is_color_logic_op : 1; - uint is_multisample : 1; - uint is_polygon_offset_line : 1; - uint is_polygon_offset_fill : 1; - uint is_polygon_smooth : 1; - uint is_sample_alpha_to_coverage : 1; - uint is_scissor_test : 1; - uint is_stencil_test : 1; - uint is_framebuffer_srgb : 1; - - bool is_clip_plane[6]; /* GL_DEPTH_BUFFER_BIT */ - /* uint is_depth_test : 1; */ + uint is_depth_test : 1; int depth_func; double depth_clear_value; bool depth_write_mask; /* GL_SCISSOR_BIT */ int scissor_box[4]; - /* uint is_scissor_test : 1; */ + uint is_scissor_test : 1; /* GL_VIEWPORT_BIT */ int viewport[4]; @@ -338,26 +323,6 @@ void gpuPushAttr(eGPUAttrMask mask) glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attr.depth_write_mask); } - if ((mask & GPU_ENABLE_BIT) != 0) { - Attr.is_blend = glIsEnabled(GL_BLEND); - - for (int i = 0; i < 6; i++) { - Attr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i); - } - - Attr.is_cull_face = glIsEnabled(GL_CULL_FACE); - Attr.is_depth_test = glIsEnabled(GL_DEPTH_TEST); - Attr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH); - Attr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP); - Attr.is_multisample = glIsEnabled(GL_MULTISAMPLE); - Attr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE); - Attr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL); - Attr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH); - Attr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); - Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - Attr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST); - } - if ((mask & GPU_SCISSOR_BIT) != 0) { Attr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attr.scissor_box); @@ -366,7 +331,6 @@ void gpuPushAttr(eGPUAttrMask mask) if ((mask & GPU_VIEWPORT_BIT) != 0) { glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attr.near_far); glGetIntegerv(GL_VIEWPORT, (GLint *)&Attr.viewport); - Attr.is_framebuffer_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB); } if ((mask & GPU_BLEND_BIT) != 0) { @@ -401,30 +365,9 @@ void gpuPopAttr(void) glDepthMask(Attr.depth_write_mask); } - if ((mask & GPU_ENABLE_BIT) != 0) { - restore_mask(GL_BLEND, Attr.is_blend); - - for (int i = 0; i < 6; i++) { - restore_mask(GL_CLIP_PLANE0 + i, Attr.is_clip_plane[i]); - } - - restore_mask(GL_CULL_FACE, Attr.is_cull_face); - restore_mask(GL_DEPTH_TEST, Attr.is_depth_test); - restore_mask(GL_LINE_SMOOTH, Attr.is_line_smooth); - restore_mask(GL_COLOR_LOGIC_OP, Attr.is_color_logic_op); - restore_mask(GL_MULTISAMPLE, Attr.is_multisample); - restore_mask(GL_POLYGON_OFFSET_LINE, Attr.is_polygon_offset_line); - restore_mask(GL_POLYGON_OFFSET_FILL, Attr.is_polygon_offset_fill); - restore_mask(GL_POLYGON_SMOOTH, Attr.is_polygon_smooth); - restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attr.is_sample_alpha_to_coverage); - restore_mask(GL_SCISSOR_TEST, Attr.is_scissor_test); - restore_mask(GL_STENCIL_TEST, Attr.is_stencil_test); - } - if ((mask & GPU_VIEWPORT_BIT) != 0) { glViewport(Attr.viewport[0], Attr.viewport[1], Attr.viewport[2], Attr.viewport[3]); glDepthRange(Attr.near_far[0], Attr.near_far[1]); - restore_mask(GL_FRAMEBUFFER_SRGB, Attr.is_framebuffer_srgb); } if ((mask & GPU_SCISSOR_BIT) != 0) { _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs