53 float line_width_range_[2];
62 GLuint targets_[64] = {GL_TEXTURE_2D};
63 GLuint textures_[64] = {0};
64 GLuint samplers_[64] = {0};
67 GLuint images_[8] = {0};
68 GLenum formats_[8] = {0};
98 static void set_clip_distances(
const int new_dist_len,
const int old_dist_len);
99 static void set_logic_op(
const bool enable);
100 static void set_facing(
const bool invert);
103 static void set_shadow_bias(
const bool enable);
104 static void set_blend(
const eGPUBlend value);
106 void set_state(
const GPUState &
state);
107 void set_mutable_state(
const GPUStateMutable &
state);
109 void texture_bind_apply(
void);
110 void image_bind_apply(
void);
112 MEM_CXX_CLASS_ALLOC_FUNCS(
"GLStateManager")
117 GLbitfield barrier = 0;
119 barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
122 barrier |= GL_TEXTURE_FETCH_BARRIER_BIT;
@ GPU_BARRIER_TEXTURE_FETCH
@ GPU_BARRIER_SHADER_IMAGE_ACCESS
Read Guarded memory(de)allocation.
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume Image Texture
void texture_bind_temp(GLTexture *tex)
GLFrameBuffer * active_fb
void image_unbind(Texture *tex) override
uint8_t bound_image_slots(void)
void image_bind(Texture *tex, int unit) override
uint64_t bound_texture_slots(void)
void texture_unpack_row_length_set(uint len) override
void apply_state(void) override
void force_state(void) override
void issue_barrier(eGPUBarrier barrier_bits) override
void texture_bind(Texture *tex, eGPUSamplerState sampler, int unit) override
void texture_unbind_all(void) override
void image_unbind_all(void) override
void texture_unbind(Texture *tex) override
static GLenum to_gl(const GPUAttachmentType type)
unsigned __int64 uint64_t
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)