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0ad/source/renderer/backend/PipelineState.h

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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_PIPELINESTATE
#define INCLUDED_RENDERER_BACKEND_PIPELINESTATE
#include "graphics/Color.h"
class CStr;
namespace Renderer
{
namespace Backend
{
enum class CompareOp
{
// Never passes the comparison.
NEVER,
// Passes if the source value is less than the destination value.
LESS,
// Passes if the source depth value is equal to the destination value.
EQUAL,
// Passes if the source depth value is less than or equal to the destination value.
LESS_OR_EQUAL,
// Passes if the source depth value is greater than the destination value.
GREATER,
// Passes if the source depth value is not equal to the destination value.
NOT_EQUAL,
// Passes if the source depth value is greater than or equal to the destination value.
GREATER_OR_EQUAL,
// Always passes the comparison.
ALWAYS
};
enum class StencilOp
{
// Keeps the current value.
KEEP,
// Sets the value to zero.
ZERO,
// Sets the value to reference.
REPLACE,
// Increments the value and clamps to the maximum representable unsigned
// value.
INCREMENT_AND_CLAMP,
// Decrements the value and clamps to zero.
DECREMENT_AND_CLAMP,
// Bitwise inverts the value.
INVERT,
// Increments the value and wraps it to zero when incrementing the maximum
// representable unsigned value.
INCREMENT_AND_WRAP,
// Decrements the value and wraps it to the maximum representable unsigned
// value when decrementing zero.
DECREMENT_AND_WRAP
};
struct StencilOpState
{
StencilOp failOp;
StencilOp passOp;
StencilOp depthFailOp;
CompareOp compareOp;
};
struct DepthStencilStateDesc
{
bool depthTestEnabled;
CompareOp depthCompareOp;
bool depthWriteEnabled;
bool stencilTestEnabled;
uint32_t stencilReadMask;
uint32_t stencilWriteMask;
uint32_t stencilReference;
StencilOpState stencilFrontFace;
StencilOpState stencilBackFace;
};
// TODO: add per constant description.
enum class BlendFactor
{
ZERO,
ONE,
SRC_COLOR,
ONE_MINUS_SRC_COLOR,
DST_COLOR,
ONE_MINUS_DST_COLOR,
SRC_ALPHA,
ONE_MINUS_SRC_ALPHA,
DST_ALPHA,
ONE_MINUS_DST_ALPHA,
CONSTANT_COLOR,
ONE_MINUS_CONSTANT_COLOR,
CONSTANT_ALPHA,
ONE_MINUS_CONSTANT_ALPHA,
SRC_ALPHA_SATURATE,
SRC1_COLOR,
ONE_MINUS_SRC1_COLOR,
SRC1_ALPHA,
ONE_MINUS_SRC1_ALPHA,
};
enum class BlendOp
{
ADD,
SUBTRACT,
REVERSE_SUBTRACT,
MIN,
MAX
};
// Using a namespace instead of a enum allows using the same syntax while
// avoiding adding operator overrides and additional checks on casts.
namespace ColorWriteMask
{
constexpr uint8_t RED = 0x01;
constexpr uint8_t GREEN = 0x02;
constexpr uint8_t BLUE = 0x04;
constexpr uint8_t ALPHA = 0x08;
} // namespace ColorWriteMask
struct BlendStateDesc
{
bool enabled;
BlendFactor srcColorBlendFactor;
BlendFactor dstColorBlendFactor;
BlendOp colorBlendOp;
BlendFactor srcAlphaBlendFactor;
BlendFactor dstAlphaBlendFactor;
BlendOp alphaBlendOp;
CColor constant;
uint8_t colorWriteMask;
};
enum class CullMode
{
NONE,
FRONT,
BACK
};
enum class FrontFace
{
COUNTER_CLOCKWISE,
CLOCKWISE
};
struct RasterizationStateDesc
{
CullMode cullMode;
FrontFace frontFace;
};
// TODO: Add a shader program to the graphics pipeline state.
struct GraphicsPipelineStateDesc
{
DepthStencilStateDesc depthStencilState;
BlendStateDesc blendState;
RasterizationStateDesc rasterizationState;
};
// We don't provide additional helpers intentionally because all custom states
// should be described with a related shader and should be switched together.
GraphicsPipelineStateDesc MakeDefaultGraphicsPipelineStateDesc();
CompareOp ParseCompareOp(const CStr& str);
StencilOp ParseStencilOp(const CStr& str);
BlendFactor ParseBlendFactor(const CStr& str);
BlendOp ParseBlendOp(const CStr& str);
CullMode ParseCullMode(const CStr& str);
FrontFace ParseFrontFace(const CStr& str);
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_PIPELINESTATE