tornavis/source/blender/gpu/GPU_state.h

201 lines
6.0 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utildefines.h"
typedef enum eGPUWriteMask {
GPU_WRITE_NONE = 0,
GPU_WRITE_RED = (1 << 0),
GPU_WRITE_GREEN = (1 << 1),
GPU_WRITE_BLUE = (1 << 2),
GPU_WRITE_ALPHA = (1 << 3),
GPU_WRITE_DEPTH = (1 << 4),
GPU_WRITE_STENCIL = (1 << 5),
GPU_WRITE_COLOR = (GPU_WRITE_RED | GPU_WRITE_GREEN | GPU_WRITE_BLUE | GPU_WRITE_ALPHA),
} eGPUWriteMask;
ENUM_OPERATORS(eGPUWriteMask, GPU_WRITE_COLOR)
typedef enum eGPUBarrier {
GPU_BARRIER_NONE = 0,
GPU_BARRIER_COMMAND = (1 << 0),
GPU_BARRIER_FRAMEBUFFER = (1 << 1),
GPU_BARRIER_SHADER_IMAGE_ACCESS = (1 << 2),
GPU_BARRIER_SHADER_STORAGE = (1 << 3),
GPU_BARRIER_TEXTURE_FETCH = (1 << 4),
GPU_BARRIER_TEXTURE_UPDATE = (1 << 5),
GPU_BARRIER_VERTEX_ATTRIB_ARRAY = (1 << 6),
GPU_BARRIER_ELEMENT_ARRAY = (1 << 7),
} eGPUBarrier;
ENUM_OPERATORS(eGPUBarrier, GPU_BARRIER_ELEMENT_ARRAY)
/* NOTE: For Metal and Vulkan only.
* TODO(Metal): Update barrier calls to use stage flags. */
typedef enum eGPUStageBarrierBits {
GPU_BARRIER_STAGE_VERTEX = (1 << 0),
GPU_BARRIER_STAGE_FRAGMENT = (1 << 1),
GPU_BARRIER_STAGE_COMPUTE = (1 << 2),
GPU_BARRIER_STAGE_ANY_GRAPHICS = (GPU_BARRIER_STAGE_VERTEX | GPU_BARRIER_STAGE_FRAGMENT),
GPU_BARRIER_STAGE_ANY = (GPU_BARRIER_STAGE_VERTEX | GPU_BARRIER_STAGE_FRAGMENT |
GPU_BARRIER_STAGE_COMPUTE),
} eGPUStageBarrierBits;
ENUM_OPERATORS(eGPUStageBarrierBits, GPU_BARRIER_STAGE_COMPUTE)
/**
* Defines the fixed pipeline blending equation.
* SRC is the output color from the shader.
* DST is the color from the frame-buffer.
* The blending equation is:
* `(SRC * A) + (DST * B)`.
* The blend mode will modify the A and B parameters.
*/
typedef enum eGPUBlend {
GPU_BLEND_NONE = 0,
/** Pre-multiply variants will _NOT_ multiply rgb output by alpha. */
GPU_BLEND_ALPHA,
GPU_BLEND_ALPHA_PREMULT,
GPU_BLEND_ADDITIVE,
GPU_BLEND_ADDITIVE_PREMULT,
GPU_BLEND_MULTIPLY,
GPU_BLEND_SUBTRACT,
/** Replace logic op: SRC * (1 - DST)
* NOTE: Does not modify alpha. */
GPU_BLEND_INVERT,
/** Order independent transparency.
* NOTE: Cannot be used as is. Needs special setup (frame-buffer, shader ...). */
GPU_BLEND_OIT,
/** Special blend to add color under and multiply dst color by src alpha. */
GPU_BLEND_BACKGROUND,
/** Custom blend parameters using dual source blending : SRC0 + SRC1 * DST
* NOTE: Can only be used with _ONE_ Draw Buffer and shader needs to be specialized. */
GPU_BLEND_CUSTOM,
GPU_BLEND_ALPHA_UNDER_PREMUL,
} eGPUBlend;
typedef enum eGPUDepthTest {
GPU_DEPTH_NONE = 0,
GPU_DEPTH_ALWAYS, /* Used to draw to the depth buffer without really testing. */
GPU_DEPTH_LESS,
GPU_DEPTH_LESS_EQUAL, /* Default. */
GPU_DEPTH_EQUAL,
GPU_DEPTH_GREATER,
GPU_DEPTH_GREATER_EQUAL,
} eGPUDepthTest;
typedef enum eGPUStencilTest {
GPU_STENCIL_NONE = 0,
GPU_STENCIL_ALWAYS,
GPU_STENCIL_EQUAL,
GPU_STENCIL_NEQUAL,
} eGPUStencilTest;
typedef enum eGPUStencilOp {
GPU_STENCIL_OP_NONE = 0,
GPU_STENCIL_OP_REPLACE,
/** Special values for stencil shadows. */
GPU_STENCIL_OP_COUNT_DEPTH_PASS,
GPU_STENCIL_OP_COUNT_DEPTH_FAIL,
} eGPUStencilOp;
typedef enum eGPUFaceCullTest {
GPU_CULL_NONE = 0, /* Culling disabled. */
GPU_CULL_FRONT,
GPU_CULL_BACK,
} eGPUFaceCullTest;
typedef enum eGPUProvokingVertex {
GPU_VERTEX_LAST = 0, /* Default. */
GPU_VERTEX_FIRST = 1, /* Follow Blender loop order. */
} eGPUProvokingVertex;
#ifdef __cplusplus
extern "C" {
#endif
void GPU_blend(eGPUBlend blend);
void GPU_face_culling(eGPUFaceCullTest culling);
void GPU_depth_test(eGPUDepthTest test);
void GPU_stencil_test(eGPUStencilTest test);
void GPU_provoking_vertex(eGPUProvokingVertex vert);
void GPU_front_facing(bool invert);
void GPU_depth_range(float near, float far);
void GPU_scissor_test(bool enable);
void GPU_line_smooth(bool enable);
/**
* \note By convention, this is set as needed and not reset back to 1.0.
* This means code that draws lines must always set the line width beforehand,
* but is not expected to restore it's previous value.
*/
void GPU_line_width(float width);
void GPU_logic_op_xor_set(bool enable);
void GPU_point_size(float size);
void GPU_polygon_smooth(bool enable);
/**
* Programmable point size:
* - Shaders set their own point size when enabled
* - Use GPU_point_size when disabled.
*
* TODO: remove and use program point size everywhere.
*/
void GPU_program_point_size(bool enable);
void GPU_scissor(int x, int y, int width, int height);
void GPU_scissor_get(int coords[4]);
void GPU_viewport(int x, int y, int width, int height);
void GPU_viewport_size_get_f(float coords[4]);
void GPU_viewport_size_get_i(int coords[4]);
void GPU_write_mask(eGPUWriteMask mask);
void GPU_color_mask(bool r, bool g, bool b, bool a);
void GPU_depth_mask(bool depth);
bool GPU_depth_mask_get(void);
void GPU_shadow_offset(bool enable);
void GPU_clip_distances(int distances_enabled);
bool GPU_mipmap_enabled(void);
void GPU_state_set(eGPUWriteMask write_mask,
eGPUBlend blend,
eGPUFaceCullTest culling_test,
eGPUDepthTest depth_test,
eGPUStencilTest stencil_test,
eGPUStencilOp stencil_op,
eGPUProvokingVertex provoking_vert);
void GPU_stencil_reference_set(uint reference);
void GPU_stencil_write_mask_set(uint write_mask);
void GPU_stencil_compare_mask_set(uint compare_mask);
eGPUFaceCullTest GPU_face_culling_get(void);
eGPUBlend GPU_blend_get(void);
eGPUDepthTest GPU_depth_test_get(void);
eGPUWriteMask GPU_write_mask_get(void);
uint GPU_stencil_mask_get(void);
eGPUStencilTest GPU_stencil_test_get(void);
/**
* \note Already pre-multiplied by `U.pixelsize`.
*/
float GPU_line_width_get(void);
void GPU_flush(void);
void GPU_finish(void);
void GPU_apply_state(void);
void GPU_bgl_start(void);
/**
* Just turn off the `bgl` safeguard system. Can be called even without #GPU_bgl_start.
*/
void GPU_bgl_end(void);
bool GPU_bgl_get(void);
void GPU_memory_barrier(eGPUBarrier barrier);
#ifdef __cplusplus
}
#endif