Document the OpenGL pipeline state object

This commit is contained in:
baldurk
2017-04-05 18:27:51 +01:00
parent 94b97223b2
commit d139eb9657
+264 -4
View File
@@ -29,98 +29,198 @@
namespace GLPipe
{
DOCUMENT(R"(Describes the configuration for a single vertex attribute.
.. note:: If old-style vertex attrib pointer setup was used for the vertex attributes then it will
be decomposed into 1:1 attributes and buffers.
)");
struct VertexAttribute
{
DOCUMENT("``True`` if this vertex attribute is enabled.");
bool32 Enabled = false;
DOCUMENT("The :class:`ResourceFormat` of the vertex attribute.");
ResourceFormat Format;
DOCUMENT("A :class:`PixelValue` containing the generic value of a vertex attribute.");
PixelValue GenericValue;
DOCUMENT("The vertex buffer input slot where the data is sourced from.");
uint32_t BufferSlot = 0;
DOCUMENT(R"(The byte offset from the start of the vertex data in the vertex buffer from
:data:`BufferSlot`.
)");
uint32_t RelativeOffset = 0;
};
DOCUMENT("Describes a single OpenGL vertex buffer binding.")
struct VB
{
DOCUMENT("The :class:`ResourceId` of the buffer bound to this slot.");
ResourceId Buffer;
DOCUMENT("The byte stride between the start of one set of vertex data and the next.");
uint32_t Stride = 0;
DOCUMENT("The byte offset from the start of the buffer to the beginning of the vertex data.");
uint32_t Offset = 0;
DOCUMENT(R"(The instance rate divisor.
If this is ``0`` then the vertex buffer is read at vertex rate.
If it's ``1`` then one element is read for each instance, and for ``N`` greater than ``1`` then
``N`` instances read the same element before advancing.
)");
uint32_t Divisor = 0;
};
DOCUMENT("Describes the setup for fixed-function vertex input fetch.");
struct VertexInput
{
DOCUMENT("A list of :class:`GL_VertexAttribute` with the vertex attributes.");
rdctype::array<VertexAttribute> attributes;
DOCUMENT("A list of :class:`GL_VB` with the vertex buffers.");
rdctype::array<VB> vbuffers;
DOCUMENT("The :class:`ResourceId` of the index buffer.");
ResourceId ibuffer;
DOCUMENT("``True`` if primitive restart is enabled for strip primitives.");
bool32 primitiveRestart = false;
DOCUMENT("The index value to use to indicate a strip restart.");
uint32_t restartIndex = 0;
DOCUMENT(R"(``True`` if the provoking vertex is the last one in the primitive.
``False`` if the provoking vertex is the first one.
)");
bool32 provokingVertexLast = false;
};
DOCUMENT("Describes an OpenGL shader stage.");
struct Shader
{
DOCUMENT("The :class:`ResourceId` of the shader object itself.");
ResourceId Object;
DOCUMENT("The name of the shader object.");
rdctype::str ShaderName;
DOCUMENT(R"(``True`` if :data:`ShaderName` was assigned by the application, otherwise it's
autogenerated based on the ID.
)");
bool32 customShaderName = false;
DOCUMENT("The name of the program object.");
rdctype::str ProgramName;
DOCUMENT(R"(``True`` if :data:`ProgramName` was assigned by the application, otherwise it's
autogenerated based on the ID.
)");
bool32 customProgramName = false;
DOCUMENT("``True`` if a program pipeline object is in use.");
bool32 PipelineActive = false;
DOCUMENT("The name of the pipeline object.");
rdctype::str PipelineName;
DOCUMENT(R"(``True`` if :data:`PipelineName` was assigned by the application, otherwise it's
autogenerated based on the ID.
)");
bool32 customPipelineName = false;
DOCUMENT("A :class:`ShaderReflection` describing the reflection data for this shader.");
ShaderReflection *ShaderDetails = NULL;
DOCUMENT(R"(A :class:`ShaderBindpointMapping` to match :data:`ShaderDetails` with the bindpoint
mapping data.
)");
ShaderBindpointMapping BindpointMapping;
DOCUMENT("A :class:`ShaderStage` identifying which stage this shader is bound to.");
ShaderStage stage = ShaderStage::Vertex;
DOCUMENT("A list of integers with the subroutine values.");
rdctype::array<uint32_t> Subroutines;
};
DOCUMENT("Describes the setup for fixed vertex processing operations.");
struct FixedVertexProcessing
{
DOCUMENT("A list of ``float`` giving the default inner level of tessellation.");
float defaultInnerLevel[2] = {0.0f, 0.0f};
DOCUMENT("A list of ``float`` giving the default outer level of tessellation.");
float defaultOuterLevel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DOCUMENT("``True`` if primitives should be discarded during rasterization.");
bool32 discard = false;
DOCUMENT("A list of ``bool`` determining which user clipping planes are enabled.");
bool32 clipPlanes[8] = {false, false, false, false, false, false, false, false};
DOCUMENT(R"(``True`` if the clipping origin should be in the lower left.
``False`` if it's in the upper left.
)");
bool32 clipOriginLowerLeft = false;
DOCUMENT(R"(``True`` if the clip-space Z goes from ``-1`` to ``1``.
``False`` if the clip-space Z goes from ``0`` to ``1``.
)");
bool32 clipNegativeOneToOne = false;
};
DOCUMENT("Describes the details of a texture.");
struct Texture
{
DOCUMENT("The :class:`ResourceId` of the underlying resource the view refers to.");
ResourceId Resource;
DOCUMENT("Valid for texture arrays or 3D textures - the first slice available.");
uint32_t FirstSlice = 0;
DOCUMENT("Valid for textures - the highest mip that is available.");
uint32_t HighestMip = 0;
DOCUMENT("The :class:`TextureDim` of the texture.");
TextureDim ResType = TextureDim::Unknown;
DOCUMENT("Four :class:`TextureSwizzle` elements indicating the swizzle applied to this texture.");
TextureSwizzle Swizzle[4] = {TextureSwizzle::Red, TextureSwizzle::Green, TextureSwizzle::Blue,
TextureSwizzle::Alpha};
DOCUMENT(R"(The channel to read from in a depth-stencil texture.
``-1`` for non depth-stencil textures.
``0`` if depth should be read.
``1`` if stencil should be read.
)");
int32_t DepthReadChannel = -1;
};
DOCUMENT("Describes the sampler properties of a texture.");
struct Sampler
{
DOCUMENT("The :class:`ResourceId` of the sampler object, if a separate one is set.");
ResourceId Samp;
DOCUMENT("The :class:`AddressMode` in the S direction.");
AddressMode AddressS = AddressMode::Wrap;
DOCUMENT("The :class:`AddressMode` in the T direction.");
AddressMode AddressT = AddressMode::Wrap;
DOCUMENT("The :class:`AddressMode` in the R direction.");
AddressMode AddressR = AddressMode::Wrap;
DOCUMENT("The RGBA border color.");
float BorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
DOCUMENT("The :class:`CompareFunc` for comparison samplers.");
CompareFunc Comparison = CompareFunc::AlwaysTrue;
DOCUMENT("The :class:`TextureFilter` describing the filtering mode.");
TextureFilter Filter;
DOCUMENT("``True`` if seamless cubemap filtering is enabled for this texture.");
bool32 SeamlessCube = false;
DOCUMENT("The maximum anisotropic filtering level to use.");
float MaxAniso = 0.0f;
DOCUMENT("The maximum mip level that can be used.");
float MaxLOD = 0.0f;
DOCUMENT("The minimum mip level that can be used.");
float MinLOD = 0.0f;
DOCUMENT("A bias to apply to the calculated mip level before sampling.");
float MipLODBias = 0.0f;
DOCUMENT(R"(Check if the border color is used in this OpenGL sampler.
:return: ``True`` if the border color is used, ``False`` otherwise.
:rtype: bool
)");
bool UseBorder() const
{
return AddressS == AddressMode::ClampBorder || AddressT == AddressMode::ClampBorder ||
@@ -128,210 +228,370 @@ struct Sampler
}
};
DOCUMENT("Describes the properties of a buffer.");
struct Buffer
{
DOCUMENT("The :class:`ResourceId` of the buffer object.");
ResourceId Resource;
DOCUMENT("The byte offset from the start of the buffer.");
uint64_t Offset = 0;
DOCUMENT("The byte size of the buffer.");
uint64_t Size = 0;
};
DOCUMENT("Describes the properties of a load/store image.");
struct ImageLoadStore
{
DOCUMENT("The :class:`ResourceId` of the texture object.");
ResourceId Resource;
DOCUMENT("The mip of the texture that's used in the attachment.");
uint32_t Level = 0;
DOCUMENT(R"(``True`` if multiple layers are bound together to the image.
``False`` if only one layer is bound.
)");
bool32 Layered = false;
DOCUMENT("The slice of the texture that's used in the attachment.");
uint32_t Layer = 0;
DOCUMENT("The :class:`TextureDim` of the texture.");
TextureDim ResType = TextureDim::Unknown;
DOCUMENT("``True`` if loading from the image is allowed.");
bool32 readAllowed = false;
DOCUMENT("``True`` if storing to the image is allowed.");
bool32 writeAllowed = false;
DOCUMENT("The :class:`ResourceFormat` that the image is bound as.");
ResourceFormat Format;
};
DOCUMENT("Describes the current feedback state.");
struct Feedback
{
DOCUMENT("The :class:`ResourceId` of the transform feedback binding.");
ResourceId Obj;
DOCUMENT("A list of :class:`ResourceId` with the buffer bindings.");
ResourceId BufferBinding[4];
DOCUMENT("A list of ``int`` with the buffer byte offsets.");
uint64_t Offset[4] = {0, 0, 0, 0};
DOCUMENT("A list of ``int`` with the buffer byte sizes.");
uint64_t Size[4] = {0, 0, 0, 0};
DOCUMENT("``True`` if the transform feedback object is currently active.");
bool32 Active = false;
DOCUMENT("``True`` if the transform feedback object is currently paused.");
bool32 Paused = false;
};
DOCUMENT("Describes a single OpenGL viewport.");
struct Viewport
{
DOCUMENT("The X co-ordinate of the left side of the viewport.");
float Left = 0.0f;
DOCUMENT("The Y co-ordinate of the bottom side of the viewport.");
float Bottom = 0.0f;
DOCUMENT("The width of the viewport.");
float Width = 0.0f;
DOCUMENT("The height of the viewport.");
float Height = 0.0f;
DOCUMENT("The minimum depth of the viewport.");
double MinDepth = 0.0;
DOCUMENT("The maximum depth of the viewport.");
double MaxDepth = 0.0;
};
DOCUMENT("Describes a single OpenGL scissor region.");
struct Scissor
{
DOCUMENT("The X co-ordinate of the left side of the scissor region.");
int32_t Left = 0;
DOCUMENT("The Y co-ordinate of the bottom side of the scissor region.");
int32_t Bottom = 0;
DOCUMENT("The width of the scissor region.");
int32_t Width = 0;
DOCUMENT("The height of the scissor region.");
int32_t Height = 0;
DOCUMENT("``True`` if this scissor region is enabled.");
bool32 Enabled = false;
};
DOCUMENT("Describes the rasterizer state toggles.");
struct RasterizerState
{
DOCUMENT("The polygon fill mode.");
FillMode fillMode = FillMode::Solid;
DOCUMENT("The polygon culling mode.");
CullMode cullMode = CullMode::NoCull;
DOCUMENT(R"(``True`` if counter-clockwise polygons are front-facing.
``False`` if clockwise polygons are front-facing.
)");
bool32 FrontCCW = false;
DOCUMENT("The fixed depth bias value to apply to z-values.");
float DepthBias = 0.0f;
DOCUMENT("The slope-scaled depth bias value to apply to z-values.");
float SlopeScaledDepthBias = 0.0f;
DOCUMENT(R"(The clamp value for calculated depth bias from :data:`DepthBias` and
:data:`SlopeScaledDepthBias`
)");
float OffsetClamp = 0.0f;
DOCUMENT(R"(``True`` if pixels outside of the near and far depth planes should be clamped and
to ``0.0`` to ``1.0`` and not clipped.
)");
bool32 DepthClamp = false;
DOCUMENT("``True`` if multisampling should be used during rendering.");
bool32 MultisampleEnable = false;
DOCUMENT("``True`` if rendering should happen at sample-rate frequency.");
bool32 SampleShading = false;
DOCUMENT(R"(``True`` if the generated samples should be bitwise ``AND`` masked with
:data:`SampleMaskValue`.
)");
bool32 SampleMask = false;
DOCUMENT("The sample mask value that should be masked against the generated coverage.");
uint32_t SampleMaskValue = ~0U;
DOCUMENT(R"(``True`` if a temporary mask using :data:`SampleCoverageValue` should be used to
resolve the final output color.
)");
bool32 SampleCoverage = false;
DOCUMENT("``True`` if the temporary sample coverage mask should be inverted.");
bool32 SampleCoverageInvert = false;
DOCUMENT("The sample coverage value used if :data:`SampleCoverage` is ``True``.");
float SampleCoverageValue = 1.0f;
DOCUMENT("``True`` if alpha-to-coverage should be used when blending to an MSAA target.");
bool32 SampleAlphaToCoverage = false;
DOCUMENT("``True`` if alpha-to-one should be used when blending to an MSAA target.");
bool32 SampleAlphaToOne = false;
DOCUMENT("The minimum sample shading rate.");
float MinSampleShadingRate = 0.0f;
DOCUMENT("``True`` if the point size can be programmably exported from a shader.");
bool32 ProgrammablePointSize = false;
DOCUMENT("The fixed point size in pixels.");
float PointSize = 1.0f;
DOCUMENT("The fixed line width in pixels.");
float LineWidth = 1.0f;
DOCUMENT("The threshold value at which points are clipped if they exceed this size.");
float PointFadeThreshold = 0.0f;
DOCUMENT("``True`` if the point sprite texture origin is upper-left. ``False`` if lower-left.");
bool32 PointOriginUpperLeft = false;
};
DOCUMENT("Describes the rasterization state of the OpenGL pipeline.");
struct Rasterizer
{
DOCUMENT("A list of :class:`GL_Viewport` with the bound viewports.");
rdctype::array<Viewport> Viewports;
DOCUMENT("A list of :class:`GL_Scissor` with the bound scissor regions.");
rdctype::array<Scissor> Scissors;
DOCUMENT("A :class:`GL_RasterizerState` with the details of the rasterization state.");
RasterizerState m_State;
};
DOCUMENT("Describes the depth state.");
struct DepthState
{
DOCUMENT("``True`` if depth testing should be performed.");
bool32 DepthEnable = false;
DOCUMENT("The :class:`CompareFunc` to use for testing depth values.");
CompareFunc DepthFunc = CompareFunc::AlwaysTrue;
DOCUMENT("``True`` if depth values should be written to the depth target.");
bool32 DepthWrites = false;
DOCUMENT("``True`` if depth bounds tests should be applied.");
bool32 DepthBounds = false;
DOCUMENT("The near plane bounding value.");
double NearBound = 0.0;
DOCUMENT("The far plane bounding value.");
double FarBound = 0.0;
};
DOCUMENT("Describes the details of an OpenGL stencil operation.");
struct StencilFace
{
DOCUMENT("The :class:`StencilOp` to apply if the stencil-test fails.");
StencilOp FailOp = StencilOp::Keep;
DOCUMENT("The :class:`StencilOp` to apply if the depth-test fails.");
StencilOp DepthFailOp = StencilOp::Keep;
DOCUMENT("The :class:`StencilOp` to apply if the stencil-test passes.");
StencilOp PassOp = StencilOp::Keep;
DOCUMENT("The :class:`CompareFunc` to use for testing stencil values.");
CompareFunc Func = CompareFunc::AlwaysTrue;
DOCUMENT("The current stencil reference value.");
uint32_t Ref = 0;
DOCUMENT("The mask for testing stencil values.");
uint32_t ValueMask = 0;
DOCUMENT("The mask for writing stencil values.");
uint32_t WriteMask = 0;
};
DOCUMENT("Describes the stencil state.");
struct StencilState
{
DOCUMENT("``True`` if stencil operations should be performed.");
bool32 StencilEnable = false;
StencilFace m_FrontFace, m_BackFace;
DOCUMENT("A :class:`GL_StencilFace` describing what happens for front-facing polygons.");
StencilFace m_FrontFace;
DOCUMENT("A :class:`GL_StencilFace` describing what happens for back-facing polygons.");
StencilFace m_BackFace;
};
DOCUMENT("Describes the state of a framebuffer attachment.");
struct Attachment
{
DOCUMENT("The :class:`ResourceId` of the texture bound to this attachment.");
ResourceId Obj;
DOCUMENT("The slice of the texture that's used in the attachment.");
uint32_t Layer = 0;
DOCUMENT("The mip of the texture that's used in the attachment.");
uint32_t Mip = 0;
DOCUMENT("Four :class:`TextureSwizzle` elements indicating the swizzle applied to this texture.");
TextureSwizzle Swizzle[4] = {TextureSwizzle::Red, TextureSwizzle::Green, TextureSwizzle::Blue,
TextureSwizzle::Alpha};
};
DOCUMENT("Describes the contents of a framebuffer object.");
struct FBO
{
DOCUMENT("The :class:`ResourceId` of the framebuffer.");
ResourceId Obj;
DOCUMENT("The list of :class:`GL_Attachment` with the framebuffer color attachments.");
rdctype::array<Attachment> Color;
DOCUMENT("The :class:`GL_Attachment` with the framebuffer depth attachment.");
Attachment Depth;
DOCUMENT("The :class:`GL_Attachment` with the framebuffer stencil attachment.");
Attachment Stencil;
DOCUMENT("The list of draw buffer indices into the :data:`Color` attachment list.");
rdctype::array<int32_t> DrawBuffers;
DOCUMENT("The read buffer index in the :data:`Color` attachment list.");
int32_t ReadBuffer = 0;
};
DOCUMENT("Describes the details of an OpenGL blend operation.");
struct BlendEquation
{
DOCUMENT("The :class:`BlendMultiplier` for the source blend value.");
BlendMultiplier Source = BlendMultiplier::One;
DOCUMENT("The :class:`BlendMultiplier` for the destination blend value.");
BlendMultiplier Destination = BlendMultiplier::One;
DOCUMENT("The :class:`BlendOp` to use in the blend calculation.");
BlendOp Operation = BlendOp::Add;
};
DOCUMENT("Describes the blend configuration for a given OpenGL attachment.");
struct Blend
{
BlendEquation m_Blend, m_AlphaBlend;
DOCUMENT("A :class:`GL_BlendEquation` describing the blending for colour values.");
BlendEquation m_Blend;
DOCUMENT("A :class:`GL_BlendEquation` describing the blending for alpha values.");
BlendEquation m_AlphaBlend;
DOCUMENT("The :class:`LogicOp` to use for logic operations.");
LogicOp Logic = LogicOp::NoOp;
DOCUMENT("``True`` if blending is enabled for this target.");
bool32 Enabled = false;
DOCUMENT("The mask for writes to the render target.");
byte WriteMask = 0;
};
DOCUMENT("Describes the blend pipeline state.");
struct BlendState
{
DOCUMENT("A list of :class:`GL_Blend` describing the blend operations for each target.");
rdctype::array<Blend> Blends;
DOCUMENT("The constant blend factor to use in blend equations.");
float BlendFactor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
};
DOCUMENT("Describes the current state of the framebuffer stage of the pipeline.");
struct FrameBuffer
{
DOCUMENT(
"``True`` if sRGB correction should be applied when writing to an sRGB-formatted texture.");
bool32 FramebufferSRGB = false;
DOCUMENT("``True`` if dithering should be used when writing to color buffers.");
bool32 Dither = false;
FBO m_DrawFBO, m_ReadFBO;
DOCUMENT("A :class:`GL_FBO` with the information about a draw framebuffer.");
FBO m_DrawFBO;
DOCUMENT("A :class:`GL_FBO` with the information about a read framebuffer.");
FBO m_ReadFBO;
DOCUMENT("A :class:`GL_BlendState` with the details of the blending state.");
BlendState m_Blending;
};
DOCUMENT("Describes the current state of GL hints and smoothing.");
struct Hints
{
DOCUMENT("A :class:`QualityHint` with the derivatives hint.");
QualityHint Derivatives = QualityHint::DontCare;
DOCUMENT("A :class:`QualityHint` with the line smoothing hint.");
QualityHint LineSmooth = QualityHint::DontCare;
DOCUMENT("A :class:`QualityHint` with the polygon smoothing hint.");
QualityHint PolySmooth = QualityHint::DontCare;
DOCUMENT("A :class:`QualityHint` with the texture compression hint.");
QualityHint TexCompression = QualityHint::DontCare;
DOCUMENT("``True`` if line smoothing is enabled.");
bool32 LineSmoothEnabled = false;
DOCUMENT("``True`` if polygon smoothing is enabled.");
bool32 PolySmoothEnabled = false;
};
DOCUMENT("The full current OpenGL pipeline state.");
struct State
{
DOCUMENT("A :class:`GL_VertexInput` describing the vertex input stage.");
VertexInput m_VtxIn;
Shader m_VS, m_TCS, m_TES, m_GS, m_FS, m_CS;
DOCUMENT("A :class:`GL_Shader` describing the vertex shader stage.");
Shader m_VS;
DOCUMENT("A :class:`GL_Shader` describing the tessellation control shader stage.");
Shader m_TCS;
DOCUMENT("A :class:`GL_Shader` describing the tessellation evaluation shader stage.");
Shader m_TES;
DOCUMENT("A :class:`GL_Shader` describing the geometry shader stage.");
Shader m_GS;
DOCUMENT("A :class:`GL_Shader` describing the fragment shader stage.");
Shader m_FS;
DOCUMENT("A :class:`GL_Shader` describing the compute shader stage.");
Shader m_CS;
DOCUMENT(
"A :class:`GL_FixedVertexProcessing` describing the fixed-function vertex processing stage.");
FixedVertexProcessing m_VtxProcess;
DOCUMENT("A list of :class:`GL_Texture` with the currently bound textures.");
rdctype::array<Texture> Textures;
DOCUMENT("A list of :class:`GL_Sampler` with the currently bound samplers.");
rdctype::array<Sampler> Samplers;
DOCUMENT("A list of :class:`GL_Buffer` with the currently bound atomic buffers.");
rdctype::array<Buffer> AtomicBuffers;
DOCUMENT("A list of :class:`GL_Buffer` with the currently bound uniform buffers.");
rdctype::array<Buffer> UniformBuffers;
DOCUMENT("A list of :class:`GL_Buffer` with the currently bound shader storage buffers.");
rdctype::array<Buffer> ShaderStorageBuffers;
DOCUMENT("A list of :class:`GL_ImageLoadStore` with the currently bound load/store images.");
rdctype::array<ImageLoadStore> Images;
DOCUMENT("A :class:`GL_Feedback` describing the transform feedback stage.");
Feedback m_Feedback;
DOCUMENT("A :class:`GL_Rasterizer` describing rasterization.");
Rasterizer m_Rasterizer;
DOCUMENT("A :class:`GL_DepthState` describing depth processing.");
DepthState m_DepthState;
DOCUMENT("A :class:`GL_StencilState` describing stencil processing.");
StencilState m_StencilState;
DOCUMENT("A :class:`GL_FrameBuffer` describing the framebuffer.");
FrameBuffer m_FB;
DOCUMENT("A :class:`GL_Hints` describing the hint state.");
Hints m_Hints;
};