vladislavbelov
e3f46bb809
Fixes #6842 Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D5218 This was SVN commit r28010.
217 lines
4.8 KiB
C++
217 lines
4.8 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_PIPELINESTATE
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#define INCLUDED_RENDERER_BACKEND_PIPELINESTATE
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#include "graphics/Color.h"
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#include "renderer/backend/CompareOp.h"
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#include "renderer/backend/IDeviceObject.h"
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#include "renderer/backend/IShaderProgram.h"
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class CStr;
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namespace Renderer
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{
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namespace Backend
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{
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enum class StencilOp
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{
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// Keeps the current value.
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KEEP,
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// Sets the value to zero.
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ZERO,
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// Sets the value to reference.
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REPLACE,
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// Increments the value and clamps to the maximum representable unsigned
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// value.
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INCREMENT_AND_CLAMP,
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// Decrements the value and clamps to zero.
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DECREMENT_AND_CLAMP,
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// Bitwise inverts the value.
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INVERT,
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// Increments the value and wraps it to zero when incrementing the maximum
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// representable unsigned value.
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INCREMENT_AND_WRAP,
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// Decrements the value and wraps it to the maximum representable unsigned
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// value when decrementing zero.
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DECREMENT_AND_WRAP
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};
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struct SStencilOpState
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{
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StencilOp failOp;
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StencilOp passOp;
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StencilOp depthFailOp;
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CompareOp compareOp;
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};
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struct SDepthStencilStateDesc
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{
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bool depthTestEnabled;
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CompareOp depthCompareOp;
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bool depthWriteEnabled;
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bool stencilTestEnabled;
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uint32_t stencilReadMask;
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uint32_t stencilWriteMask;
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uint32_t stencilReference;
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SStencilOpState stencilFrontFace;
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SStencilOpState stencilBackFace;
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};
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// TODO: add per constant description.
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enum class BlendFactor
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{
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ZERO,
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ONE,
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SRC_COLOR,
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ONE_MINUS_SRC_COLOR,
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DST_COLOR,
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ONE_MINUS_DST_COLOR,
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SRC_ALPHA,
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ONE_MINUS_SRC_ALPHA,
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DST_ALPHA,
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ONE_MINUS_DST_ALPHA,
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CONSTANT_COLOR,
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ONE_MINUS_CONSTANT_COLOR,
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CONSTANT_ALPHA,
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ONE_MINUS_CONSTANT_ALPHA,
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SRC_ALPHA_SATURATE,
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SRC1_COLOR,
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ONE_MINUS_SRC1_COLOR,
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SRC1_ALPHA,
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ONE_MINUS_SRC1_ALPHA,
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};
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enum class BlendOp
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{
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ADD,
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SUBTRACT,
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REVERSE_SUBTRACT,
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MIN,
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MAX
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};
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// Using a namespace instead of a enum allows using the same syntax while
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// avoiding adding operator overrides and additional checks on casts.
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namespace ColorWriteMask
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{
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constexpr uint8_t RED = 0x01;
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constexpr uint8_t GREEN = 0x02;
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constexpr uint8_t BLUE = 0x04;
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constexpr uint8_t ALPHA = 0x08;
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} // namespace ColorWriteMask
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struct SBlendStateDesc
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{
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bool enabled;
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BlendFactor srcColorBlendFactor;
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BlendFactor dstColorBlendFactor;
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BlendOp colorBlendOp;
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BlendFactor srcAlphaBlendFactor;
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BlendFactor dstAlphaBlendFactor;
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BlendOp alphaBlendOp;
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CColor constant;
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uint8_t colorWriteMask;
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};
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enum class PolygonMode
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{
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FILL,
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LINE
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};
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enum class CullMode
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{
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NONE,
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FRONT,
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BACK
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};
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enum class FrontFace
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{
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COUNTER_CLOCKWISE,
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CLOCKWISE
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};
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struct SRasterizationStateDesc
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{
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PolygonMode polygonMode;
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CullMode cullMode;
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FrontFace frontFace;
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bool depthBiasEnabled;
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float depthBiasConstantFactor;
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float depthBiasSlopeFactor;
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};
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struct SGraphicsPipelineStateDesc
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{
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// It's a backend client reponsibility to keep the shader program alive
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// while it's bound.
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IShaderProgram* shaderProgram;
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SDepthStencilStateDesc depthStencilState;
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SBlendStateDesc blendState;
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SRasterizationStateDesc rasterizationState;
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};
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struct SComputePipelineStateDesc
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{
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// It's a backend client reponsibility to keep the shader program alive
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// while it's bound.
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IShaderProgram* shaderProgram;
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};
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// We don't provide additional helpers intentionally because all custom states
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// should be described with a related shader and should be switched together.
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SGraphicsPipelineStateDesc MakeDefaultGraphicsPipelineStateDesc();
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StencilOp ParseStencilOp(const CStr& str);
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BlendFactor ParseBlendFactor(const CStr& str);
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BlendOp ParseBlendOp(const CStr& str);
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PolygonMode ParsePolygonMode(const CStr& str);
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CullMode ParseCullMode(const CStr& str);
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FrontFace ParseFrontFace(const CStr& str);
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/**
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* A holder for precompiled graphics pipeline description.
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*/
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class IGraphicsPipelineState : public IDeviceObject<IGraphicsPipelineState>
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{
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public:
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virtual IShaderProgram* GetShaderProgram() const = 0;
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};
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/**
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* A holder for precompiled compute pipeline description.
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*/
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class IComputePipelineState : public IDeviceObject<IComputePipelineState>
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{
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public:
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virtual IShaderProgram* GetShaderProgram() const = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_PIPELINESTATE
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