mirror of
https://github.com/encounter/dawn-cmake.git
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117 lines
4.5 KiB
C++
117 lines
4.5 KiB
C++
// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/opengl/DepthStencilStateGL.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "common/Assert.h"
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namespace backend { namespace opengl {
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namespace {
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GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) {
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switch (compareFunction) {
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case nxt::CompareFunction::Never:
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return GL_NEVER;
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case nxt::CompareFunction::Less:
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return GL_LESS;
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case nxt::CompareFunction::LessEqual:
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return GL_LEQUAL;
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case nxt::CompareFunction::Greater:
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return GL_GREATER;
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case nxt::CompareFunction::GreaterEqual:
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return GL_GEQUAL;
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case nxt::CompareFunction::NotEqual:
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return GL_NOTEQUAL;
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case nxt::CompareFunction::Equal:
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return GL_EQUAL;
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case nxt::CompareFunction::Always:
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return GL_ALWAYS;
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default:
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UNREACHABLE();
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}
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}
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GLuint OpenGLStencilOperation(nxt::StencilOperation stencilOperation) {
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switch (stencilOperation) {
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case nxt::StencilOperation::Keep:
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return GL_KEEP;
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case nxt::StencilOperation::Zero:
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return GL_ZERO;
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case nxt::StencilOperation::Replace:
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return GL_REPLACE;
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case nxt::StencilOperation::Invert:
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return GL_INVERT;
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case nxt::StencilOperation::IncrementClamp:
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return GL_INCR;
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case nxt::StencilOperation::DecrementClamp:
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return GL_DECR;
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case nxt::StencilOperation::IncrementWrap:
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return GL_INCR_WRAP;
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case nxt::StencilOperation::DecrementWrap:
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return GL_DECR_WRAP;
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default:
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UNREACHABLE();
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}
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}
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} // namespace
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DepthStencilState::DepthStencilState(DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder) {
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}
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void DepthStencilState::ApplyNow(PersistentPipelineState& persistentPipelineState) const {
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auto& depthInfo = GetDepth();
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// Depth writes only occur if depth is enabled
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if (depthInfo.compareFunction == nxt::CompareFunction::Always &&
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!depthInfo.depthWriteEnabled) {
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glDisable(GL_DEPTH_TEST);
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} else {
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glEnable(GL_DEPTH_TEST);
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}
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if (depthInfo.depthWriteEnabled) {
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glDepthMask(GL_TRUE);
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} else {
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glDepthMask(GL_FALSE);
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}
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glDepthFunc(OpenGLCompareFunction(depthInfo.compareFunction));
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if (StencilTestEnabled()) {
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glEnable(GL_STENCIL_TEST);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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auto& stencilInfo = GetStencil();
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GLenum backCompareFunction = OpenGLCompareFunction(stencilInfo.back.compareFunction);
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GLenum frontCompareFunction = OpenGLCompareFunction(stencilInfo.front.compareFunction);
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persistentPipelineState.SetStencilFuncsAndMask(backCompareFunction, frontCompareFunction,
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stencilInfo.readMask);
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glStencilOpSeparate(GL_BACK, OpenGLStencilOperation(stencilInfo.back.stencilFail),
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OpenGLStencilOperation(stencilInfo.back.depthFail),
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OpenGLStencilOperation(stencilInfo.back.depthStencilPass));
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glStencilOpSeparate(GL_FRONT, OpenGLStencilOperation(stencilInfo.front.stencilFail),
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OpenGLStencilOperation(stencilInfo.front.depthFail),
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OpenGLStencilOperation(stencilInfo.front.depthStencilPass));
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glStencilMask(stencilInfo.writeMask);
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}
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}} // namespace backend::opengl
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