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LibGPU+LibSoftGPU: Move RasterizerOptions into LibGPU
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3 changed files with 67 additions and 47 deletions
61
Userland/Libraries/LibGPU/RasterizerOptions.h
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61
Userland/Libraries/LibGPU/RasterizerOptions.h
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/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, 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 <AK/Array.h>
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#include <LibGPU/Config.h>
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#include <LibGPU/Enums.h>
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#include <LibGPU/TexCoordGenerationConfig.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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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 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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Array<u8, NUM_SAMPLERS> texcoord_generation_enabled_coordinates {};
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Array<Array<TexCoordGenerationConfig, 4>, NUM_SAMPLERS> texcoord_generation_config {};
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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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