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//! Output Merger (OM) stage description. //! The final stage in a pipeline that creates pixel colors from //! the input shader results, depth/stencil information, etc. use super::graphics::StencilValue; use super::State; /// A pixel-wise comparison function. #[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum Comparison { /// `false` Never = 0, /// `x < y` Less = 1, /// `x == y` Equal = 2, /// `x <= y` LessEqual = 3, /// `x > y` Greater = 4, /// `x != y` NotEqual = 5, /// `x >= y` GreaterEqual = 6, /// `true` Always = 7, } bitflags!( /// Target output color mask. #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct ColorMask: u8 { /// Red mask const RED = 0x1; /// Green mask const GREEN = 0x2; /// Blue mask const BLUE = 0x4; /// Alpha channel mask const ALPHA = 0x8; /// Mask for RGB channels const COLOR = 0x7; /// Mask all channels const ALL = 0xF; /// Mask no channels. const NONE = 0x0; } ); impl Default for ColorMask { fn default() -> Self { Self::ALL } } /// Defines the possible blending factors. /// During blending, the source or destination fragment may be /// multiplied by a factor to produce the final result. #[allow(missing_docs)] #[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum Factor { Zero = 0, One = 1, SrcColor = 2, OneMinusSrcColor = 3, DstColor = 4, OneMinusDstColor = 5, SrcAlpha = 6, OneMinusSrcAlpha = 7, DstAlpha = 8, OneMinusDstAlpha = 9, ConstColor = 10, OneMinusConstColor = 11, ConstAlpha = 12, OneMinusConstAlpha = 13, SrcAlphaSaturate = 14, Src1Color = 15, OneMinusSrc1Color = 16, Src1Alpha = 17, OneMinusSrc1Alpha = 18, } /// Blending operations. #[allow(missing_docs)] #[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum BlendOp { /// Adds source and destination. /// Source and destination are multiplied by factors before addition. Add { src: Factor, dst: Factor }, /// Subtracts destination from source. /// Source and destination are multiplied by factors before subtraction. Sub { src: Factor, dst: Factor }, /// Subtracts source from destination. /// Source and destination are multiplied by factors before subtraction. RevSub { src: Factor, dst: Factor }, /// Component-wise minimum value of source and destination. Min, /// Component-wise maximum value of source and destination. Max, } impl BlendOp { /// Replace the destination value with the source. pub const REPLACE: Self = BlendOp::Add { src: Factor::One, dst: Factor::Zero, }; /// Add the source and destination together. pub const ADD: Self = BlendOp::Add { src: Factor::One, dst: Factor::One, }; /// Alpha blend the source and destination together. pub const ALPHA: Self = BlendOp::Add { src: Factor::SrcAlpha, dst: Factor::OneMinusSrcAlpha, }; /// Alpha blend a premultiplied-alpha source with the destination. pub const PREMULTIPLIED_ALPHA: Self = BlendOp::Add { src: Factor::One, dst: Factor::OneMinusSrcAlpha, }; } /// Specifies whether to use blending, and if so, /// which operatiosn to use for color and alpha channels. #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum BlendState { /// Enabled blending On { /// The blend operation to use for the color channels. color: BlendOp, /// The blend operation to use for the alpha channel. alpha: BlendOp, }, /// Disabled blending Off, } impl BlendState { /// Additive blending pub const ADD: Self = BlendState::On { color: BlendOp::ADD, alpha: BlendOp::ADD, }; /// Multiplicative blending pub const MULTIPLY: Self = BlendState::On { color: BlendOp::Add { src: Factor::Zero, dst: Factor::SrcColor, }, alpha: BlendOp::Add { src: Factor::Zero, dst: Factor::SrcAlpha, }, }; /// Alpha blending. pub const ALPHA: Self = BlendState::On { color: BlendOp::ALPHA, alpha: BlendOp::PREMULTIPLIED_ALPHA, }; /// Pre-multiplied alpha blending. pub const PREMULTIPLIED_ALPHA: Self = BlendState::On { color: BlendOp::PREMULTIPLIED_ALPHA, alpha: BlendOp::PREMULTIPLIED_ALPHA, }; } impl Default for BlendState { fn default() -> Self { BlendState::Off } } /// PSO color target descriptor. #[derive(Clone, Copy, Debug, Default, Eq, Hash, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct ColorBlendDesc(pub ColorMask, pub BlendState); impl ColorBlendDesc { /// Empty blend descriptor just writes out the color without blending. pub const EMPTY: Self = ColorBlendDesc(ColorMask::ALL, BlendState::Off); } /// Depth test state. #[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum DepthTest { /// Enabled depth testing. On { /// Comparison function to use. fun: Comparison, /// Specify whether to write to the depth buffer or not. write: bool, }, /// Disabled depth testing. Off, } impl Default for DepthTest { fn default() -> Self { DepthTest::Off } } impl DepthTest { /// A depth test that always fails. pub const FAIL: Self = DepthTest::On { fun: Comparison::Never, write: false, }; /// A depth test that always succeeds but doesn't /// write to the depth buffer // DOC TODO: Not a terribly helpful description there... pub const PASS_TEST: Self = DepthTest::On { fun: Comparison::Always, write: false, }; /// A depth test that always succeeds and writes its result /// to the depth buffer. pub const PASS_WRITE: Self = DepthTest::On { fun: Comparison::Always, write: true, }; } /// The operation to use for stencil masking. #[repr(u8)] #[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum StencilOp { /// Keep the current value in the stencil buffer (no change). Keep = 0, /// Set the value in the stencil buffer to zero. Zero = 1, /// Set the stencil buffer value to `reference` from `StencilFace`. Replace = 2, /// Increment the stencil buffer value, clamping to its maximum value. IncrementClamp = 3, /// Decrement the stencil buffer value, clamping to its minimum value. DecrementClamp = 4, /// Bitwise invert the current value in the stencil buffer. Invert = 5, /// Increment the stencil buffer value, wrapping around to 0 on overflow. IncrementWrap = 6, /// Decrement the stencil buffer value, wrapping around to the maximum value on overflow. DecrementWrap = 7, } /// Complete stencil state for a given side of a face. #[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct StencilFace { /// Comparison function to use to determine if the stencil test passes. pub fun: Comparison, /// A mask that is ANDd with both the stencil buffer value and the reference value when they /// are read before doing the stencil test. pub mask_read: State<StencilValue>, /// A mask that is ANDd with the stencil value before writing to the stencil buffer. pub mask_write: State<StencilValue>, /// What operation to do if the stencil test fails. pub op_fail: StencilOp, /// What operation to do if the stencil test passes but the depth test fails. pub op_depth_fail: StencilOp, /// What operation to do if both the depth and stencil test pass. pub op_pass: StencilOp, /// The reference value used for stencil tests. pub reference: State<StencilValue>, } impl Default for StencilFace { fn default() -> StencilFace { StencilFace { fun: Comparison::Never, mask_read: State::Static(!0), mask_write: State::Static(!0), op_fail: StencilOp::Keep, op_depth_fail: StencilOp::Keep, op_pass: StencilOp::Keep, reference: State::Static(0), } } } /// Defines a stencil test. Stencil testing is an operation /// performed to cull fragments; /// the new fragment is tested against the value held in the /// stencil buffer, and if the test fails the fragment is /// discarded. #[allow(missing_docs)] #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub enum StencilTest { On { front: StencilFace, back: StencilFace, }, Off, } impl Default for StencilTest { fn default() -> Self { StencilTest::Off } } /// PSO depth-stencil target descriptor. #[derive(Clone, Copy, Debug, Default, Eq, Hash, PartialEq)] #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct DepthStencilDesc { /// Optional depth testing/writing. pub depth: DepthTest, /// Enable depth bounds testing. pub depth_bounds: bool, /// Stencil test/write. pub stencil: StencilTest, } bitflags!( /// Face. #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] pub struct Face: u32 { /// Empty face. TODO: remove when constexpr are stabilized to use empty() const NONE = 0x0; /// Front face. const FRONT = 0x1; /// Back face. const BACK = 0x2; } );