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//! Graphics pipeline descriptor. use super::input_assembler::{AttributeDesc, InputAssemblerDesc, VertexBufferDesc}; use super::output_merger::{ColorBlendDesc, DepthStencilDesc, Face}; use super::{BasePipeline, EntryPoint, PipelineCreationFlags, State}; use crate::{image, pass, Backend, Primitive}; use std::ops::Range; /// A simple struct describing a rect with integer coordinates. #[derive(Clone, Copy, Debug, Hash, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct Rect { /// X position. pub x: i16, /// Y position. pub y: i16, /// Width. pub w: i16, /// Height. pub h: i16, } /// A simple struct describing a rect with integer coordinates. #[derive(Clone, Debug, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct ClearRect { /// 2D region. pub rect: Rect, /// Layer range. pub layers: Range<image::Layer>, } /// A viewport, generally equating to a window on a display. #[derive(Clone, Debug, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct Viewport { /// The viewport boundaries. pub rect: Rect, /// The viewport depth limits. pub depth: Range<f32>, } /// A single RGBA float color. pub type ColorValue = [f32; 4]; /// A single depth value from a depth buffer. pub type DepthValue = f32; /// A single value from a stencil buffer. pub type StencilValue = u32; /// A complete set of shaders to build a graphics pipeline. /// /// All except the vertex shader are optional; omitting them /// passes through the inputs without change. /// /// If a fragment shader is omitted, the results of fragment /// processing are undefined. Specifically, any fragment color /// outputs are considered to have undefined values, and the /// fragment depth is considered to be unmodified. This can /// be useful for depth-only rendering. #[derive(Clone, Debug)] pub struct GraphicsShaderSet<'a, B: Backend> { /// A shader that outputs a vertex in a model. pub vertex: EntryPoint<'a, B>, /// A hull shader takes in an input patch (values representing /// a small portion of a shape, which may be actual geometry or may /// be parameters for creating geometry) and produces one or more /// output patches. pub hull: Option<EntryPoint<'a, B>>, /// A shader that takes in domains produced from a hull shader's output /// patches and computes actual vertex positions. pub domain: Option<EntryPoint<'a, B>>, /// A shader that takes given input vertexes and outputs zero /// or more output vertexes. pub geometry: Option<EntryPoint<'a, B>>, /// A shader that outputs a value for a fragment. /// Usually this value is a color that is then displayed as a /// pixel on a screen. pub fragment: Option<EntryPoint<'a, B>>, } /// Baked-in pipeline states. #[derive(Clone, Debug, Default, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct BakedStates { /// Static viewport. TODO: multiple viewports pub viewport: Option<Viewport>, /// Static scissor. TODO: multiple scissors pub scissor: Option<Rect>, /// Static blend constant color. pub blend_color: Option<ColorValue>, /// Static depth bounds. pub depth_bounds: Option<Range<f32>>, } /// A description of all the settings that can be altered /// when creating a graphics pipeline. #[derive(Debug)] pub struct GraphicsPipelineDesc<'a, B: Backend> { /// A set of graphics shaders to use for the pipeline. pub shaders: GraphicsShaderSet<'a, B>, /// Rasterizer setup pub rasterizer: Rasterizer, /// Vertex buffers (IA) pub vertex_buffers: Vec<VertexBufferDesc>, /// Vertex attributes (IA) pub attributes: Vec<AttributeDesc>, /// Input assembler attributes, describes how /// vertices are assembled into primitives (such as triangles). pub input_assembler: InputAssemblerDesc, /// Description of how blend operations should be performed. pub blender: BlendDesc, /// Depth stencil (DSV) pub depth_stencil: DepthStencilDesc, /// Multisampling. pub multisampling: Option<Multisampling>, /// Static pipeline states. pub baked_states: BakedStates, /// Pipeline layout. pub layout: &'a B::PipelineLayout, /// Subpass in which the pipeline can be executed. pub subpass: pass::Subpass<'a, B>, /// Options that may be set to alter pipeline properties. pub flags: PipelineCreationFlags, /// The parent pipeline, which may be /// `BasePipeline::None`. pub parent: BasePipeline<'a, B::GraphicsPipeline>, } impl<'a, B: Backend> GraphicsPipelineDesc<'a, B> { /// Create a new empty PSO descriptor. pub fn new( shaders: GraphicsShaderSet<'a, B>, primitive: Primitive, rasterizer: Rasterizer, layout: &'a B::PipelineLayout, subpass: pass::Subpass<'a, B>, ) -> Self { GraphicsPipelineDesc { shaders, rasterizer, vertex_buffers: Vec::new(), attributes: Vec::new(), input_assembler: InputAssemblerDesc::new(primitive), blender: BlendDesc::default(), depth_stencil: DepthStencilDesc::default(), multisampling: None, baked_states: BakedStates::default(), layout, subpass, flags: PipelineCreationFlags::empty(), parent: BasePipeline::None, } } } /// Methods for rasterizing polygons, ie, turning the mesh /// into a raster image. #[derive(Clone, Copy, Debug, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum PolygonMode { /// Rasterize as a point. Point, /// Rasterize as a line with the given width. Line(f32), /// Rasterize as a face. Fill, } /// The front face winding order of a set of vertices. This is /// the order of vertexes that define which side of a face is /// the "front". #[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum FrontFace { /// Clockwise winding order. Clockwise, /// Counter-clockwise winding order. CounterClockwise, } /// A depth bias allows changing the produced depth values /// for fragments slightly but consistently. This permits /// drawing of multiple polygons in the same plane without /// Z-fighting, such as when trying to draw shadows on a wall. /// /// For details of the algorithm and equations, see /// [the Vulkan spec](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#primsrast-depthbias). #[derive(Copy, Clone, Debug, Default, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct DepthBias { /// A constant depth value added to each fragment. pub const_factor: f32, /// The minimum or maximum depth bias of a fragment. pub clamp: f32, /// A constant bias applied to the fragment's slope. pub slope_factor: f32, } /// Rasterization state. #[derive(Copy, Clone, Debug, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct Rasterizer { /// How to rasterize this primitive. pub polygon_mode: PolygonMode, /// Which face should be culled. pub cull_face: Face, /// Which vertex winding is considered to be the front face for culling. pub front_face: FrontFace, /// Whether or not to enable depth clamping; when enabled, instead of /// fragments being omitted when they are outside the bounds of the z-plane, /// they will be clamped to the min or max z value. pub depth_clamping: bool, /// What depth bias, if any, to use for the drawn primitives. pub depth_bias: Option<State<DepthBias>>, /// Controls how triangles will be rasterized depending on their overlap with pixels. pub conservative: bool, } impl Rasterizer { /// Simple polygon-filling rasterizer state pub const FILL: Self = Rasterizer { polygon_mode: PolygonMode::Fill, cull_face: Face::NONE, front_face: FrontFace::CounterClockwise, depth_clamping: false, depth_bias: None, conservative: false, }; } /// A description of an equation for how to blend transparent, overlapping fragments. #[derive(Clone, Debug, Default, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct BlendDesc { /// The logic operation to apply to the blending equation, if any. pub logic_op: Option<LogicOp>, /// Which color targets to apply the blending operation to. pub targets: Vec<ColorBlendDesc>, } /// Logic operations used for specifying blend equations. #[derive(Clone, Debug, Eq, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] #[allow(missing_docs)] pub enum LogicOp { Clear = 0, And = 1, AndReverse = 2, Copy = 3, AndInverted = 4, NoOp = 5, Xor = 6, Or = 7, Nor = 8, Equivalent = 9, Invert = 10, OrReverse = 11, CopyInverted = 12, OrInverted = 13, Nand = 14, Set = 15, } /// pub type SampleMask = u64; /// #[derive(Clone, Debug, PartialEq)] pub struct Multisampling { /// pub rasterization_samples: image::NumSamples, /// pub sample_shading: Option<f32>, /// pub sample_mask: SampleMask, /// Toggles alpha-to-coverage multisampling, which can produce nicer edges /// when many partially-transparent polygons are overlapping. /// See [here]( https://msdn.microsoft.com/en-us/library/windows/desktop/bb205072(v=vs.85).aspx#Alpha_To_Coverage) for a full description. pub alpha_coverage: bool, /// pub alpha_to_one: bool, }