File: PipelineState.h

package info (click to toggle)
0ad 0.0.26-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 130,460 kB
  • sloc: cpp: 261,824; ansic: 198,392; javascript: 19,067; python: 14,557; sh: 7,629; perl: 4,072; xml: 849; makefile: 741; java: 533; ruby: 229; php: 190; pascal: 30; sql: 21; tcl: 4
file content (190 lines) | stat: -rw-r--r-- 4,254 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
/* 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"
#include "renderer/backend/CompareOp.h"
#include "renderer/backend/IShaderProgram.h"

class CStr;

namespace Renderer
{

namespace Backend
{

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 PolygonMode
{
	FILL,
	LINE
};

enum class CullMode
{
	NONE,
	FRONT,
	BACK
};

enum class FrontFace
{
	COUNTER_CLOCKWISE,
	CLOCKWISE
};

struct RasterizationStateDesc
{
	PolygonMode polygonMode;
	CullMode cullMode;
	FrontFace frontFace;
	bool depthBiasEnabled;
	float depthBiasConstantFactor;
	float depthBiasSlopeFactor;
};

struct GraphicsPipelineStateDesc
{
	// It's a backend client reponsibility to keep the shader program alive
	// while it's bound.
	IShaderProgram* shaderProgram;
	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();

StencilOp ParseStencilOp(const CStr& str);

BlendFactor ParseBlendFactor(const CStr& str);
BlendOp ParseBlendOp(const CStr& str);

PolygonMode ParsePolygonMode(const CStr& str);
CullMode ParseCullMode(const CStr& str);
FrontFace ParseFrontFace(const CStr& str);

} // namespace Backend

} // namespace Renderer

#endif // INCLUDED_RENDERER_BACKEND_PIPELINESTATE