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