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	This implements support for `glBlendEquation` and `glBlendEquationSeparate`. These functions modify the calculation of the resulting color in blending mode.
		
			
				
	
	
		
			63 lines
		
	
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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 * Copyright (c) 2022-2024, Jelle Raaijmakers <jelle@gmta.nl>
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 *
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 * SPDX-License-Identifier: BSD-2-Clause
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 */
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#pragma once
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#include <LibGPU/Config.h>
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#include <LibGPU/Enums.h>
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#include <LibGfx/Rect.h>
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#include <LibGfx/Vector4.h>
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namespace GPU {
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struct RasterizerOptions {
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    bool shade_smooth { true };
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    bool enable_stencil_test { false };
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    bool enable_depth_test { false };
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    bool enable_depth_write { true };
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    bool enable_alpha_test { false };
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    AlphaTestFunction alpha_test_func { AlphaTestFunction::Always };
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    float alpha_test_ref_value { 0 };
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    bool enable_blending { false };
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    BlendEquation blend_equation_rgb { BlendEquation::Add };
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    BlendEquation blend_equation_alpha { BlendEquation::Add };
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    BlendFactor blend_source_factor { BlendFactor::One };
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    BlendFactor blend_destination_factor { BlendFactor::One };
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    u32 color_mask { 0xffffffff };
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    float depth_min { 0.f };
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    float depth_max { 1.f };
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    DepthTestFunction depth_func { DepthTestFunction::Less };
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    PolygonMode polygon_mode { PolygonMode::Fill };
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    FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f };
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    float fog_density { 1.0f };
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    FogMode fog_mode { FogMode::Exp };
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    bool fog_enabled { false };
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    float fog_start { 0.0f };
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    float fog_end { 1.0f };
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    bool line_smooth { false };
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    float line_width { 1.f };
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    bool point_smooth { false };
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    float point_size { 1.f };
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    bool scissor_enabled { false };
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    bool normalization_enabled { false };
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    Gfx::IntRect scissor_box;
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    bool enable_color_write { true };
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    float depth_offset_factor { 0 };
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    float depth_offset_constant { 0 };
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    bool depth_offset_enabled { false };
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    bool enable_culling { false };
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    WindingOrder front_face { WindingOrder::CounterClockwise };
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    bool cull_back { true };
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    bool cull_front { false };
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    Gfx::IntRect viewport;
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    bool lighting_enabled { false };
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    bool color_material_enabled { false };
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    ColorMaterialFace color_material_face { ColorMaterialFace::FrontAndBack };
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    ColorMaterialMode color_material_mode { ColorMaterialMode::AmbientAndDiffuse };
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};
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}
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