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test/source/blender/gpu/GPU_state.hh
2025-09-15 15:11:02 +02:00

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_utildefines.h"
/** Opaque type hiding blender::gpu::Fence. */
struct GPUFence;
enum GPUWriteMask {
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),
};
ENUM_OPERATORS(GPUWriteMask, GPU_WRITE_COLOR)
enum GPUBarrier {
/* Texture Barrier. */
/** All written texture prior to this barrier can be bound as frame-buffer attachment. */
GPU_BARRIER_FRAMEBUFFER = (1 << 0),
/** All written texture prior to this barrier can be bound as image. */
GPU_BARRIER_SHADER_IMAGE_ACCESS = (1 << 1),
/** All written texture prior to this barrier can be bound as sampler. */
GPU_BARRIER_TEXTURE_FETCH = (1 << 2),
/** All written texture prior to this barrier can be read or updated with CPU memory. */
GPU_BARRIER_TEXTURE_UPDATE = (1 << 3),
/** All written texture prior to this barrier can be read or updated with PBO. */
// GPU_BARRIER_PIXEL_BUFFER = (1 << 4), /* Not implemented yet. */
/* Buffer Barrier. */
/** All written buffer prior to this barrier can be bound as indirect command buffer. */
GPU_BARRIER_COMMAND = (1 << 10),
/** All written buffer prior to this barrier can be bound as SSBO. */
GPU_BARRIER_SHADER_STORAGE = (1 << 11),
/** All written buffer prior to this barrier can be bound as VBO. */
GPU_BARRIER_VERTEX_ATTRIB_ARRAY = (1 << 12),
/** All written buffer prior to this barrier can be bound as IBO. */
GPU_BARRIER_ELEMENT_ARRAY = (1 << 13),
/** All written buffer prior to this barrier can be bound as UBO. */
GPU_BARRIER_UNIFORM = (1 << 14),
/** All written buffer prior to this barrier can be read or updated with CPU memory. */
GPU_BARRIER_BUFFER_UPDATE = (1 << 15),
/** All written persistent mapped buffer prior to this barrier can be read or updated. */
// GPU_BARRIER_CLIENT_MAPPED_BUFFER = (1 << 15), /* Not implemented yet. */
};
ENUM_OPERATORS(GPUBarrier, GPU_BARRIER_BUFFER_UPDATE)
/* NOTE: For Metal and Vulkan only.
* TODO(Metal): Update barrier calls to use stage flags. */
enum GPUStageBarrierBits {
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),
};
ENUM_OPERATORS(GPUStageBarrierBits, 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.
*/
enum GPUBlend {
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,
/** Multiplies every channel (alpha included) by `1 - SRC.a`. Used for piercing a hole using an
* image alpha channel. */
GPU_BLEND_OVERLAY_MASK_FROM_ALPHA,
};
enum GPUDepthTest {
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,
};
enum GPUStencilTest {
GPU_STENCIL_NONE = 0,
GPU_STENCIL_ALWAYS,
GPU_STENCIL_EQUAL,
GPU_STENCIL_NEQUAL,
};
enum GPUStencilOp {
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,
};
enum GPUFaceCullTest {
GPU_CULL_NONE = 0, /* Culling disabled. */
GPU_CULL_FRONT,
GPU_CULL_BACK,
};
enum GPUProvokingVertex {
GPU_VERTEX_LAST = 0, /* Default. */
GPU_VERTEX_FIRST = 1, /* Follow Blender loop order. */
};
void GPU_blend(GPUBlend blend);
void GPU_face_culling(GPUFaceCullTest culling);
void GPU_depth_test(GPUDepthTest test);
void GPU_stencil_test(GPUStencilTest test);
void GPU_provoking_vertex(GPUProvokingVertex 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 its 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(GPUWriteMask 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 GPU_shadow_offset(bool enable);
void GPU_clip_distances(int distances_enabled);
bool GPU_mipmap_enabled();
void GPU_state_set(GPUWriteMask write_mask,
GPUBlend blend,
GPUFaceCullTest culling_test,
GPUDepthTest depth_test,
GPUStencilTest stencil_test,
GPUStencilOp stencil_op,
GPUProvokingVertex 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);
/* Sets the depth range to be 0..1. Only have effect with the OpenGL backend. Have no effect if
* glClipControl is not supported. Shaders used for drawing with this state must use
* BuiltinBits::CLIP_CONTROL for their vertex shader to be patched. */
void GPU_clip_control_unit_range(bool enable);
GPUFaceCullTest GPU_face_culling_get();
GPUBlend GPU_blend_get();
GPUDepthTest GPU_depth_test_get();
GPUWriteMask GPU_write_mask_get();
uint GPU_stencil_mask_get();
GPUStencilTest GPU_stencil_test_get();
/**
* \note Already pre-multiplied by `U.pixelsize`.
*/
float GPU_line_width_get();
bool GPU_line_smooth_get();
void GPU_flush();
void GPU_finish();
void GPU_apply_state();
/**
* A barrier _must_ be issued _after_ a shader arbitrary write to a buffer or a
* texture (i.e: using imageStore, imageAtomics, or SSBO). Otherwise, the written value may not
* appear updated to the next user of this resource.
*
* The type of barrier must be chosen depending on the _future_ use of the memory that was written
* by the shader.
*/
void GPU_memory_barrier(GPUBarrier barrier);
GPUFence *GPU_fence_create();
void GPU_fence_free(GPUFence *fence);
void GPU_fence_signal(GPUFence *fence);
void GPU_fence_wait(GPUFence *fence);