Files
0ad/source/renderer/backend/PipelineState.h
T
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

201 lines
4.4 KiB
C++
Raw Blame History

This file contains invisible Unicode characters
This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/* 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/IDeviceObject.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 SStencilOpState
{
StencilOp failOp;
StencilOp passOp;
StencilOp depthFailOp;
CompareOp compareOp;
};
struct SDepthStencilStateDesc
{
bool depthTestEnabled;
CompareOp depthCompareOp;
bool depthWriteEnabled;
bool stencilTestEnabled;
uint32_t stencilReadMask;
uint32_t stencilWriteMask;
uint32_t stencilReference;
SStencilOpState stencilFrontFace;
SStencilOpState 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 SBlendStateDesc
{
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 SRasterizationStateDesc
{
PolygonMode polygonMode;
CullMode cullMode;
FrontFace frontFace;
bool depthBiasEnabled;
float depthBiasConstantFactor;
float depthBiasSlopeFactor;
};
struct SGraphicsPipelineStateDesc
{
// It's a backend client reponsibility to keep the shader program alive
// while it's bound.
IShaderProgram* shaderProgram;
SDepthStencilStateDesc depthStencilState;
SBlendStateDesc blendState;
SRasterizationStateDesc rasterizationState;
};
// We don't provide additional helpers intentionally because all custom states
// should be described with a related shader and should be switched together.
SGraphicsPipelineStateDesc 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);
/**
* A holder for precompiled graphics pipeline description.
*/
class IGraphicsPipelineState : public IDeviceObject<IGraphicsPipelineState>
{
public:
virtual IShaderProgram* GetShaderProgram() const = 0;
};
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_PIPELINESTATE