LibSoftGPU: Remove OpenGL type for alpha blend factors

Replaces the GLenum used for configuring alpha blend factors in the
SoftGPU device with out own enum.
This commit is contained in:
Stephan Unverwerth 2021-12-22 23:11:35 +01:00 committed by Brian Gianforcaro
parent 40bd73bdef
commit c720cd00db
Notes: sideshowbarker 2024-07-17 22:15:37 +09:00
3 changed files with 60 additions and 16 deletions

View file

@ -1130,9 +1130,39 @@ void SoftwareGLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
m_blend_source_factor = src_factor;
m_blend_destination_factor = dst_factor;
auto map_gl_blend_factor_to_device = [](GLenum factor) constexpr
{
switch (factor) {
case GL_ZERO:
return SoftGPU::BlendFactor::Zero;
case GL_ONE:
return SoftGPU::BlendFactor::One;
case GL_SRC_ALPHA:
return SoftGPU::BlendFactor::SrcAlpha;
case GL_ONE_MINUS_SRC_ALPHA:
return SoftGPU::BlendFactor::OneMinusSrcAlpha;
case GL_SRC_COLOR:
return SoftGPU::BlendFactor::SrcColor;
case GL_ONE_MINUS_SRC_COLOR:
return SoftGPU::BlendFactor::OneMinusSrcColor;
case GL_DST_ALPHA:
return SoftGPU::BlendFactor::DstAlpha;
case GL_ONE_MINUS_DST_ALPHA:
return SoftGPU::BlendFactor::OneMinusDstAlpha;
case GL_DST_COLOR:
return SoftGPU::BlendFactor::DstColor;
case GL_ONE_MINUS_DST_COLOR:
return SoftGPU::BlendFactor::OneMinusDstColor;
case GL_SRC_ALPHA_SATURATE:
return SoftGPU::BlendFactor::SrcAlphaSaturate;
default:
VERIFY_NOT_REACHED();
}
};
auto options = m_rasterizer.options();
options.blend_source_factor = m_blend_source_factor;
options.blend_destination_factor = m_blend_destination_factor;
options.blend_source_factor = map_gl_blend_factor_to_device(m_blend_source_factor);
options.blend_destination_factor = map_gl_blend_factor_to_device(m_blend_destination_factor);
m_rasterizer.set_options(options);
}

View file

@ -60,7 +60,7 @@ static Gfx::IntRect scissor_box_to_window_coordinates(Gfx::IntRect const& scisso
return scissor_box.translated(0, window_rect.height() - 2 * scissor_box.y() - scissor_box.height());
}
static constexpr void setup_blend_factors(GLenum mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color)
static constexpr void setup_blend_factors(BlendFactor mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color)
{
constant = { 0.0f, 0.0f, 0.0f, 0.0f };
src_alpha = 0;
@ -69,40 +69,40 @@ static constexpr void setup_blend_factors(GLenum mode, FloatVector4& constant, f
dst_color = 0;
switch (mode) {
case GL_ZERO:
case BlendFactor::Zero:
break;
case GL_ONE:
case BlendFactor::One:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
break;
case GL_SRC_COLOR:
case BlendFactor::SrcColor:
src_color = 1;
break;
case GL_ONE_MINUS_SRC_COLOR:
case BlendFactor::OneMinusSrcColor:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
src_color = -1;
break;
case GL_SRC_ALPHA:
case BlendFactor::SrcAlpha:
src_alpha = 1;
break;
case GL_ONE_MINUS_SRC_ALPHA:
case BlendFactor::OneMinusSrcAlpha:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
src_alpha = -1;
break;
case GL_DST_ALPHA:
case BlendFactor::DstAlpha:
dst_alpha = 1;
break;
case GL_ONE_MINUS_DST_ALPHA:
case BlendFactor::OneMinusDstAlpha:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
dst_alpha = -1;
break;
case GL_DST_COLOR:
case BlendFactor::DstColor:
dst_color = 1;
break;
case GL_ONE_MINUS_DST_COLOR:
case BlendFactor::OneMinusDstColor:
constant = { 1.0f, 1.0f, 1.0f, 1.0f };
dst_color = -1;
break;
case GL_SRC_ALPHA_SATURATE:
case BlendFactor::SrcAlphaSaturate:
// FIXME: How do we implement this?
break;
default:

View file

@ -37,6 +37,20 @@ enum class AlphaTestFunction {
Greater,
};
enum class BlendFactor {
Zero,
One,
SrcAlpha,
OneMinusSrcAlpha,
SrcColor,
OneMinusSrcColor,
DstAlpha,
OneMinusDstAlpha,
DstColor,
OneMinusDstColor,
SrcAlphaSaturate,
};
struct RasterizerOptions {
bool shade_smooth { true };
bool enable_depth_test { false };
@ -45,8 +59,8 @@ struct RasterizerOptions {
AlphaTestFunction alpha_test_func { AlphaTestFunction::Always };
float alpha_test_ref_value { 0 };
bool enable_blending { false };
GLenum blend_source_factor { GL_ONE };
GLenum blend_destination_factor { GL_ONE };
BlendFactor blend_source_factor { BlendFactor::One };
BlendFactor blend_destination_factor { BlendFactor::One };
u32 color_mask { 0xffffffff };
float depth_min { 0 };
float depth_max { 1 };