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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef GL_ATTRIB_STATE_H
#define GL_ATTRIB_STATE_H
#include <array>
#include <cstdint>
#include <cstddef>
namespace GL {
struct AttribState {
public:
AttribState();
void Init();
void Enable(uint32_t attrib); // GLenum
void Disable(uint32_t attrib);
void EnableDepthMask ();
void EnableDepthClamp ();
void EnableDepthTest ();
void EnableAlphaTest ();
void EnableBlendMask ();
void EnableScissorTest();
void EnableStencilTest();
void EnableCullFace ();
void EnablePolyOfsFill();
void EnablePolyOfsPoint();
void EnablePolyOfsLine();
void DisableDepthMask ();
void DisableDepthClamp ();
void DisableDepthTest ();
void DisableAlphaTest ();
void DisableBlendMask ();
void DisableScissorTest();
void DisableStencilTest();
void DisableCullFace ();
void DisablePolyOfsFill();
void DisablePolyOfsPoint();
void DisablePolyOfsLine();
void PushAllBits();
void PushBits(uint32_t attribBits);
void PopBits();
void PushEnableBit();
void PushCurrentBit();
void PushPolygonBit();
void PushColorBufferBit();
void PushDepthBufferBit();
void PushStencilBufferBit();
void PushTextureBit();
void PushViewPortBit();
void PushScissorBit();
void DepthRange(float zn, float zf);
void PushDepthRange(float zn, float zf);
void PushDepthRange() { PushDepthRange(depthRangeStack.Top()); }
void PopDepthRange();
// depth-clamp (GLboolean)
void DepthClamp(bool enable);
void PushDepthClamp(bool enable);
void PushDepthClamp() { PushDepthClamp(depthClampStack.Top()); }
void PopDepthClamp();
// depth-test (GLboolean)
void DepthTest(bool enable);
void PushDepthTest(bool enable);
void PushDepthTest() { PushDepthTest(depthTestStack.Top()); }
void PopDepthTest();
// depth-mask (GLboolean)
void DepthMask(bool enable);
void PushDepthMask(bool enable);
void PushDepthMask() { PushDepthMask(depthMaskStack.Top()); }
void PopDepthMask();
// depth-func (GLenum)
void DepthFunc(uint32_t func);
void PushDepthFunc(uint32_t func);
void PushDepthFunc() { PushDepthFunc(depthFuncStack.Top()); }
void PopDepthFunc();
// alpha-test (GLboolean)
void AlphaTest(bool enable);
void PushAlphaTest(bool enable);
void PushAlphaTest() { PushAlphaTest(alphaTestStack.Top()); }
void PopAlphaTest();
// alpha-func (GLenum, GLfloat)
void AlphaFunc(uint32_t func, float rval);
void PushAlphaFunc(uint32_t func, float rval);
void PushAlphaFunc() { PushAlphaFunc(alphaFuncStack.Top()); }
void PopAlphaFunc();
// blend-func (GLenum, GLenum)
void BlendFunc(uint32_t srcFac, uint32_t dstFac);
void PushBlendFunc(uint32_t srcFac, uint32_t dstFac);
void PushBlendFunc() { PushBlendFunc(blendFuncStack.Top()); }
void PopBlendFunc();
// blending flag (GLboolean)
void BlendMask(bool enable);
void PushBlendMask(bool enable);
void PushBlendMask() { PushBlendMask(blendMaskStack.Top()); }
void PopBlendMask();
// scissor-test (GLboolean)
void ScissorTest(bool enable);
void PushScissorTest(bool enable);
void PushScissorTest() { PushScissorTest(scissorTestStack.Top()); }
void PopScissorTest();
// stencil-test (GLboolean)
void StencilTest(bool enable);
void PushStencilTest(bool enable);
void PushStencilTest() { PushStencilTest(stencilTestStack.Top()); }
void PopStencilTest();
// stencil-mask (GLuint)
void StencilMask(uint32_t mask);
void PushStencilMask(uint32_t mask);
void PushStencilMask() { PushStencilMask(stencilMaskStack.Top()); }
void PopStencilMask();
// stencil-func (GLenum, GLint, GLuint)
void StencilFunc(uint32_t func, int32_t rval, uint32_t mask);
void PushStencilFunc(uint32_t func, int32_t rval, uint32_t mask);
void PushStencilFunc() { PushStencilFunc(stencilFuncStack.Top()); }
void PopStencilFunc();
// stencil-op (GLenum, GLenum, GLenum)
void StencilOper(uint32_t sfail, uint32_t zfail, uint32_t zpass);
void PushStencilOper(uint32_t sfail, uint32_t zfail, uint32_t zpass);
void PushStencilOper() { PushStencilOper(stencilOperStack.Top()); }
void PopStencilOper();
// polygon-mode (GLenum, GLenum)
void PolygonMode(uint32_t side, uint32_t mode);
void PushPolygonMode(uint32_t side, uint32_t mode);
void PushPolygonMode() { PushPolygonMode(polyModeStack.Top()); }
void PopPolygonMode();
// polygon-offset params (GLfloat, GLfloat)
void PolygonOffset(float factor, float units);
void PushPolygonOffset(float factor, float units);
void PushPolygonOffset() { PushPolygonOffset(pofsCtrlStack.Top()); }
void PopPolygonOffset();
// polygon-offset {fill,point,line} flag (GLenum, GLboolean)
#if 0
void PolygonOffsetType(uint32_t type, bool enable);
void PushPolygonOffsetType(uint32_t type, bool enable);
void PopPolygonOffsetType(uint32_t type);
#else
void PolygonOffsetFill(bool enable);
void PushPolygonOffsetFill(bool enable);
void PushPolygonOffsetFill() { PushPolygonOffsetFill(pofsFlagStack[0].Top()); }
void PopPolygonOffsetFill();
void PolygonOffsetPoint(bool enable);
void PushPolygonOffsetPoint(bool enable);
void PushPolygonOffsetPoint() { PushPolygonOffsetPoint(pofsFlagStack[1].Top()); }
void PopPolygonOffsetPoint();
void PolygonOffsetLine(bool enable);
void PushPolygonOffsetLine(bool enable);
void PushPolygonOffsetLine() { PushPolygonOffsetLine(pofsFlagStack[2].Top()); }
void PopPolygonOffsetLine();
#endif
// viewport (GLint)
void ViewPort(int32_t x, int32_t y, int32_t w, int32_t h);
void PushViewPort(int32_t x, int32_t y, int32_t w, int32_t h);
void PushViewPort() { PushViewPort(viewportStack.Top()); }
void PopViewPort();
// scissor (GLint)
void Scissor(int32_t x, int32_t y, int32_t w, int32_t h);
void PushScissor(int32_t x, int32_t y, int32_t w, int32_t h);
void PushScissor() { PushScissor(scissorStack.Top()); }
void PopScissor();
// front-face (GLuint)
void FrontFace(uint32_t face);
void PushFrontFace(uint32_t face);
void PushFrontFace() { PushFrontFace(frontFaceStack.Top()); }
void PopFrontFace();
// cull-face (GLenum)
void CullFace(uint32_t face);
void PushCullFace(uint32_t face);
void PushCullFace() { PushCullFace(cullFaceStack.Top()); }
void PopCullFace();
// culling flag (GLboolean)
void CullFlag(bool enable);
void PushCullFlag(bool enable);
void PushCullFlag() { PushCullFlag(cullFlagStack.Top()); }
void PopCullFlag();
// blend-color (GLfloat)
void BlendColor(float r, float g, float b, float a);
void PushBlendColor(float r, float g, float b, float a);
void PushBlendColor() { PushBlendColor(blendColorStack.Top()); }
void PopBlendColor();
// color-mask (GLboolean)
void ColorMask(bool r, bool g, bool b, bool a);
void PushColorMask(bool r, bool g, bool b, bool a);
void PushColorMask() { PushColorMask(colorMaskStack.Top()); }
void PopColorMask();
// uncaptured state
void Clear(uint32_t bits);
void ClearAccum(float r, float g, float b, float a);
void ClearColor(float r, float g, float b, float a);
void ClearColor(const float* c) { ClearColor(c[0], c[1], c[2], c[3]); }
void ClearDepth(float depth);
void ClearStencil(uint32_t rval);
private:
struct DepthRangeState {
float zn;
float zf;
};
struct AlphaFuncState {
uint32_t func;
float rval;
};
struct BlendFuncState {
uint32_t srcFac;
uint32_t dstFac;
};
struct BlendColorState {
float r;
float g;
float b;
float a;
};
struct ColorMaskState {
uint32_t r;
uint32_t g;
uint32_t b;
uint32_t a;
};
struct StencilFuncState {
uint32_t func;
int32_t rval;
uint32_t mask;
};
struct StencilOperState {
uint32_t sfail;
uint32_t zfail;
uint32_t zpass;
};
struct PolyModeState {
uint32_t side;
uint32_t mode;
};
struct PolyOffsetState {
float factor;
float units;
};
struct ViewPortState {
int32_t x;
int32_t y;
int32_t w;
int32_t h;
};
struct ScissorState {
int32_t x;
int32_t y;
int32_t w;
int32_t h;
};
void DepthRange(const DepthRangeState& v) { DepthRange(v.zn, v.zf); }
void AlphaFunc(const AlphaFuncState& v) { AlphaFunc(v.func, v.rval); }
void BlendFunc(const BlendFuncState& v) { BlendFunc(v.srcFac, v.dstFac); }
void BlendColor(const BlendColorState& v) { BlendColor(v.r, v.g, v.b, v.a); }
void ColorMask(const ColorMaskState& v) { ColorMask(v.r, v.g, v.b, v.a); }
void StencilFunc(const StencilFuncState& v) { StencilFunc(v.func, v.rval, v.mask); }
void StencilOper(const StencilOperState& v) { StencilOper(v.sfail, v.zfail, v.zpass); }
void PolygonMode(const PolyModeState& v) { PolygonMode(v.side, v.mode); }
void PolygonOffset(const PolyOffsetState& v) { PolygonOffset(v.factor, v.units); }
void ViewPort(const ViewPortState& v) { ViewPort(v.x, v.y, v.w, v.h); }
void Scissor(const ScissorState& v) { Scissor(v.x, v.y, v.w, v.h); }
void PushDepthRange(const DepthRangeState& v) { PushDepthRange(v.zn, v.zf); }
void PushAlphaFunc(const AlphaFuncState& v) { PushAlphaFunc(v.func, v.rval); }
void PushBlendFunc(const BlendFuncState& v) { PushBlendFunc(v.srcFac, v.dstFac); }
void PushBlendColor(const BlendColorState& v) { PushBlendColor(v.r, v.g, v.b, v.a); }
void PushColorMask(const ColorMaskState& v) { PushColorMask(v.r, v.g, v.b, v.a); }
void PushStencilFunc(const StencilFuncState& v) { PushStencilFunc(v.func, v.rval, v.mask); }
void PushStencilOper(const StencilOperState& v) { PushStencilOper(v.sfail, v.zfail, v.zpass); }
void PushPolygonMode(const PolyModeState& v) { PushPolygonMode(v.side, v.mode); }
void PushPolygonOffset(const PolyOffsetState& v) { PushPolygonOffset(v.factor, v.units); }
void PushViewPort(const ViewPortState& v) { PushViewPort(v.x, v.y, v.w, v.h); }
void PushScissor(const ScissorState& v) { PushScissor(v.x, v.y, v.w, v.h); }
private:
template<typename T, size_t S> struct ArrayStack {
static_assert((S & (S - 1)) == 0, "stack size must be a power of two");
public:
void Fill(const T& v) { stack.fill(v); }
const T& Push(const T& v) {
// return the top element post-push
// assert(size < S);
size += (size < S);
// size &= (S - 1);
return (stack[size - 1] = v);
}
const T& Pop(bool post) {
// return the top element pre- or post-pop
// assert(size > post);
post &= (size > 1);
size -= (size > 0);
// size &= (S - 1);
return stack[size - post];
}
#if 1
const T& Top() const { return stack[(size - 1) & (S - 1)]; }
T& Top() { return stack[(size - 1) & (S - 1)]; }
#else
const T& Top() const { return stack[size - 1]; }
T& Top() { return stack[size - 1]; }
#endif
private:
std::array<T, S> stack;
uint8_t size = 0;
};
ArrayStack<uint32_t , 64> attribBitsStack;
ArrayStack<DepthRangeState , 64> depthRangeStack;
ArrayStack<bool , 64> depthClampStack;
ArrayStack<bool , 64> depthTestStack;
ArrayStack<bool , 64> depthMaskStack;
ArrayStack<uint32_t , 64> depthFuncStack;
ArrayStack<bool , 64> alphaTestStack;
ArrayStack<AlphaFuncState , 64> alphaFuncStack;
ArrayStack<BlendFuncState , 64> blendFuncStack;
ArrayStack<bool , 64> blendMaskStack;
ArrayStack<bool , 64> scissorTestStack;
ArrayStack<bool , 64> stencilTestStack;
ArrayStack<uint32_t , 64> stencilMaskStack;
ArrayStack<StencilFuncState, 64> stencilFuncStack;
ArrayStack<StencilOperState, 64> stencilOperStack;
ArrayStack<PolyModeState , 64> polyModeStack;
ArrayStack<PolyOffsetState , 64> pofsCtrlStack;
ArrayStack<bool , 64> pofsFlagStack[3];
ArrayStack<uint32_t , 64> frontFaceStack;
ArrayStack<uint32_t , 64> cullFaceStack;
ArrayStack<bool , 64> cullFlagStack;
ArrayStack<BlendColorState , 64> blendColorStack;
ArrayStack<ColorMaskState , 64> colorMaskStack;
ArrayStack<ViewPortState , 64> viewportStack;
ArrayStack< ScissorState , 64> scissorStack;
};
struct ScopedDepthFunc {
public:
ScopedDepthFunc(uint32_t func);
~ScopedDepthFunc();
private:
uint32_t prevFunc = 0;
};
struct ScopedCullFace {
public:
ScopedCullFace(uint32_t face);
~ScopedCullFace();
private:
uint32_t prevFace = 0;
};
AttribState* SetAttribStatePointer(bool mainThread);
AttribState* GetAttribStatePointer();
}
#define glAttribStatePtr GL::GetAttribStatePointer()
#endif
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