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Diffstat (limited to 'source/blender/draw/intern/draw_state.h')
-rw-r--r--source/blender/draw/intern/draw_state.h225
1 files changed, 225 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_state.h b/source/blender/draw/intern/draw_state.h
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+++ b/source/blender/draw/intern/draw_state.h
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+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/** \file
+ * \ingroup draw
+ *
+ * Internal Pipeline State tracking. It is higher level than GPU state as everything fits a single
+ * enum.
+ */
+
+/**
+ * DRWState is a bit-mask that stores the current render state and the desired render state. Based
+ * on the differences the minimum state changes can be invoked to setup the desired render state.
+ *
+ * The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
+ * therefore they aren't ordered as a bit mask.
+ */
+typedef enum {
+ /** To be used for compute passes. */
+ DRW_STATE_NO_DRAW = 0,
+ /** Write mask */
+ DRW_STATE_WRITE_DEPTH = (1 << 0),
+ DRW_STATE_WRITE_COLOR = (1 << 1),
+ /* Write Stencil. These options are mutual exclusive and packed into 2 bits */
+ DRW_STATE_WRITE_STENCIL = (1 << 2),
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
+ /** Depth test. These options are mutual exclusive and packed into 3 bits */
+ DRW_STATE_DEPTH_ALWAYS = (1 << 4),
+ DRW_STATE_DEPTH_LESS = (2 << 4),
+ DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
+ DRW_STATE_DEPTH_EQUAL = (4 << 4),
+ DRW_STATE_DEPTH_GREATER = (5 << 4),
+ DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
+ /** Culling test */
+ DRW_STATE_CULL_BACK = (1 << 7),
+ DRW_STATE_CULL_FRONT = (1 << 8),
+ /** Stencil test. These options are mutually exclusive and packed into 2 bits. */
+ DRW_STATE_STENCIL_ALWAYS = (1 << 9),
+ DRW_STATE_STENCIL_EQUAL = (2 << 9),
+ DRW_STATE_STENCIL_NEQUAL = (3 << 9),
+
+ /** Blend state. These options are mutual exclusive and packed into 4 bits */
+ DRW_STATE_BLEND_ADD = (1 << 11),
+ /** Same as additive but let alpha accumulate without pre-multiply. */
+ DRW_STATE_BLEND_ADD_FULL = (2 << 11),
+ /** Standard alpha blending. */
+ DRW_STATE_BLEND_ALPHA = (3 << 11),
+ /** Use that if color is already pre-multiply by alpha. */
+ DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
+ DRW_STATE_BLEND_BACKGROUND = (5 << 11),
+ DRW_STATE_BLEND_OIT = (6 << 11),
+ DRW_STATE_BLEND_MUL = (7 << 11),
+ DRW_STATE_BLEND_SUB = (8 << 11),
+ /** Use dual source blending. WARNING: Only one color buffer allowed. */
+ DRW_STATE_BLEND_CUSTOM = (9 << 11),
+ DRW_STATE_LOGIC_INVERT = (10 << 11),
+ DRW_STATE_BLEND_ALPHA_UNDER_PREMUL = (11 << 11),
+
+ DRW_STATE_IN_FRONT_SELECT = (1 << 27),
+ DRW_STATE_SHADOW_OFFSET = (1 << 28),
+ DRW_STATE_CLIP_PLANES = (1 << 29),
+ DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
+ /** DO NOT USE. Assumed always enabled. Only used internally. */
+ DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
+} DRWState;
+
+ENUM_OPERATORS(DRWState, DRW_STATE_PROGRAM_POINT_SIZE);
+
+#define DRW_STATE_DEFAULT \
+ (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
+#define DRW_STATE_BLEND_ENABLED \
+ (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
+ DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
+ DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
+#define DRW_STATE_RASTERIZER_ENABLED \
+ (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
+ DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
+#define DRW_STATE_DEPTH_TEST_ENABLED \
+ (DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
+ DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
+#define DRW_STATE_STENCIL_TEST_ENABLED \
+ (DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
+#define DRW_STATE_WRITE_STENCIL_ENABLED \
+ (DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
+ DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
+
+#ifdef __cplusplus
+}
+#endif
+
+#ifdef __cplusplus
+
+namespace blender::draw {
+
+/* -------------------------------------------------------------------- */
+/** \name DRWState to GPU state conversion
+ * \{ */
+
+static inline eGPUWriteMask to_write_mask(DRWState state)
+{
+ eGPUWriteMask write_mask = GPU_WRITE_NONE;
+ if (state & DRW_STATE_WRITE_DEPTH) {
+ write_mask |= GPU_WRITE_DEPTH;
+ }
+ if (state & DRW_STATE_WRITE_COLOR) {
+ write_mask |= GPU_WRITE_COLOR;
+ }
+ if (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
+ write_mask |= GPU_WRITE_STENCIL;
+ }
+ return write_mask;
+}
+
+static inline eGPUFaceCullTest to_face_cull_test(DRWState state)
+{
+ switch (state & (DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT)) {
+ case DRW_STATE_CULL_BACK:
+ return GPU_CULL_BACK;
+ case DRW_STATE_CULL_FRONT:
+ return GPU_CULL_FRONT;
+ default:
+ return GPU_CULL_NONE;
+ }
+}
+
+static inline eGPUDepthTest to_depth_test(DRWState state)
+{
+ switch (state & DRW_STATE_DEPTH_TEST_ENABLED) {
+ case DRW_STATE_DEPTH_LESS:
+ return GPU_DEPTH_LESS;
+ case DRW_STATE_DEPTH_LESS_EQUAL:
+ return GPU_DEPTH_LESS_EQUAL;
+ case DRW_STATE_DEPTH_EQUAL:
+ return GPU_DEPTH_EQUAL;
+ case DRW_STATE_DEPTH_GREATER:
+ return GPU_DEPTH_GREATER;
+ case DRW_STATE_DEPTH_GREATER_EQUAL:
+ return GPU_DEPTH_GREATER_EQUAL;
+ case DRW_STATE_DEPTH_ALWAYS:
+ return GPU_DEPTH_ALWAYS;
+ default:
+ return GPU_DEPTH_NONE;
+ }
+}
+
+static inline eGPUStencilOp to_stencil_op(DRWState state)
+{
+ switch (state & DRW_STATE_WRITE_STENCIL_ENABLED) {
+ case DRW_STATE_WRITE_STENCIL:
+ return GPU_STENCIL_OP_REPLACE;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_PASS:
+ return GPU_STENCIL_OP_COUNT_DEPTH_PASS;
+ case DRW_STATE_WRITE_STENCIL_SHADOW_FAIL:
+ return GPU_STENCIL_OP_COUNT_DEPTH_FAIL;
+ default:
+ return GPU_STENCIL_OP_NONE;
+ }
+}
+
+static inline eGPUStencilTest to_stencil_test(DRWState state)
+{
+ switch (state & DRW_STATE_STENCIL_TEST_ENABLED) {
+ case DRW_STATE_STENCIL_ALWAYS:
+ return GPU_STENCIL_ALWAYS;
+ case DRW_STATE_STENCIL_EQUAL:
+ return GPU_STENCIL_EQUAL;
+ case DRW_STATE_STENCIL_NEQUAL:
+ return GPU_STENCIL_NEQUAL;
+ default:
+ return GPU_STENCIL_NONE;
+ }
+}
+
+static inline eGPUBlend to_blend(DRWState state)
+{
+ switch (state & DRW_STATE_BLEND_ENABLED) {
+ case DRW_STATE_BLEND_ADD:
+ return GPU_BLEND_ADDITIVE;
+ case DRW_STATE_BLEND_ADD_FULL:
+ return GPU_BLEND_ADDITIVE_PREMULT;
+ case DRW_STATE_BLEND_ALPHA:
+ return GPU_BLEND_ALPHA;
+ case DRW_STATE_BLEND_ALPHA_PREMUL:
+ return GPU_BLEND_ALPHA_PREMULT;
+ case DRW_STATE_BLEND_BACKGROUND:
+ return GPU_BLEND_BACKGROUND;
+ case DRW_STATE_BLEND_OIT:
+ return GPU_BLEND_OIT;
+ case DRW_STATE_BLEND_MUL:
+ return GPU_BLEND_MULTIPLY;
+ case DRW_STATE_BLEND_SUB:
+ return GPU_BLEND_SUBTRACT;
+ case DRW_STATE_BLEND_CUSTOM:
+ return GPU_BLEND_CUSTOM;
+ case DRW_STATE_LOGIC_INVERT:
+ return GPU_BLEND_INVERT;
+ case DRW_STATE_BLEND_ALPHA_UNDER_PREMUL:
+ return GPU_BLEND_ALPHA_UNDER_PREMUL;
+ default:
+ return GPU_BLEND_NONE;
+ }
+}
+
+static inline eGPUProvokingVertex to_provoking_vertex(DRWState state)
+{
+ switch (state & DRW_STATE_FIRST_VERTEX_CONVENTION) {
+ case DRW_STATE_FIRST_VERTEX_CONVENTION:
+ return GPU_VERTEX_FIRST;
+ default:
+ return GPU_VERTEX_LAST;
+ }
+}
+
+/** \} */
+
+}; // namespace blender::draw
+
+#endif