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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:
parent
40bd73bdef
commit
c720cd00db
Notes:
sideshowbarker
2024-07-17 22:15:37 +09:00
Author: https://github.com/sunverwerth Commit: https://github.com/SerenityOS/serenity/commit/c720cd00db9 Pull-request: https://github.com/SerenityOS/serenity/pull/11288 Reviewed-by: https://github.com/Quaker762 ✅ Reviewed-by: https://github.com/gmta
3 changed files with 60 additions and 16 deletions
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@ -1130,9 +1130,39 @@ void SoftwareGLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
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m_blend_source_factor = src_factor;
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m_blend_destination_factor = dst_factor;
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auto map_gl_blend_factor_to_device = [](GLenum factor) constexpr
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{
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switch (factor) {
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case GL_ZERO:
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return SoftGPU::BlendFactor::Zero;
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case GL_ONE:
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return SoftGPU::BlendFactor::One;
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case GL_SRC_ALPHA:
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return SoftGPU::BlendFactor::SrcAlpha;
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case GL_ONE_MINUS_SRC_ALPHA:
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return SoftGPU::BlendFactor::OneMinusSrcAlpha;
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case GL_SRC_COLOR:
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return SoftGPU::BlendFactor::SrcColor;
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case GL_ONE_MINUS_SRC_COLOR:
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return SoftGPU::BlendFactor::OneMinusSrcColor;
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case GL_DST_ALPHA:
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return SoftGPU::BlendFactor::DstAlpha;
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case GL_ONE_MINUS_DST_ALPHA:
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return SoftGPU::BlendFactor::OneMinusDstAlpha;
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case GL_DST_COLOR:
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return SoftGPU::BlendFactor::DstColor;
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case GL_ONE_MINUS_DST_COLOR:
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return SoftGPU::BlendFactor::OneMinusDstColor;
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case GL_SRC_ALPHA_SATURATE:
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return SoftGPU::BlendFactor::SrcAlphaSaturate;
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default:
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VERIFY_NOT_REACHED();
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}
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};
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auto options = m_rasterizer.options();
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options.blend_source_factor = m_blend_source_factor;
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options.blend_destination_factor = m_blend_destination_factor;
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options.blend_source_factor = map_gl_blend_factor_to_device(m_blend_source_factor);
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options.blend_destination_factor = map_gl_blend_factor_to_device(m_blend_destination_factor);
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m_rasterizer.set_options(options);
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}
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@ -60,7 +60,7 @@ static Gfx::IntRect scissor_box_to_window_coordinates(Gfx::IntRect const& scisso
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return scissor_box.translated(0, window_rect.height() - 2 * scissor_box.y() - scissor_box.height());
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}
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static constexpr void setup_blend_factors(GLenum mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color)
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static constexpr void setup_blend_factors(BlendFactor mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color)
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{
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constant = { 0.0f, 0.0f, 0.0f, 0.0f };
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src_alpha = 0;
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@ -69,40 +69,40 @@ static constexpr void setup_blend_factors(GLenum mode, FloatVector4& constant, f
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dst_color = 0;
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switch (mode) {
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case GL_ZERO:
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case BlendFactor::Zero:
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break;
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case GL_ONE:
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case BlendFactor::One:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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break;
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case GL_SRC_COLOR:
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case BlendFactor::SrcColor:
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src_color = 1;
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break;
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case GL_ONE_MINUS_SRC_COLOR:
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case BlendFactor::OneMinusSrcColor:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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src_color = -1;
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break;
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case GL_SRC_ALPHA:
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case BlendFactor::SrcAlpha:
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src_alpha = 1;
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break;
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case GL_ONE_MINUS_SRC_ALPHA:
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case BlendFactor::OneMinusSrcAlpha:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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src_alpha = -1;
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break;
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case GL_DST_ALPHA:
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case BlendFactor::DstAlpha:
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dst_alpha = 1;
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break;
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case GL_ONE_MINUS_DST_ALPHA:
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case BlendFactor::OneMinusDstAlpha:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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dst_alpha = -1;
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break;
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case GL_DST_COLOR:
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case BlendFactor::DstColor:
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dst_color = 1;
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break;
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case GL_ONE_MINUS_DST_COLOR:
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case BlendFactor::OneMinusDstColor:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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dst_color = -1;
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break;
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case GL_SRC_ALPHA_SATURATE:
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case BlendFactor::SrcAlphaSaturate:
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// FIXME: How do we implement this?
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break;
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default:
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@ -37,6 +37,20 @@ enum class AlphaTestFunction {
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Greater,
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};
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enum class BlendFactor {
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Zero,
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One,
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SrcAlpha,
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OneMinusSrcAlpha,
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SrcColor,
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OneMinusSrcColor,
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DstAlpha,
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OneMinusDstAlpha,
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DstColor,
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OneMinusDstColor,
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SrcAlphaSaturate,
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};
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struct RasterizerOptions {
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bool shade_smooth { true };
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bool enable_depth_test { false };
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@ -45,8 +59,8 @@ struct RasterizerOptions {
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AlphaTestFunction alpha_test_func { AlphaTestFunction::Always };
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float alpha_test_ref_value { 0 };
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bool enable_blending { false };
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GLenum blend_source_factor { GL_ONE };
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GLenum blend_destination_factor { GL_ONE };
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BlendFactor blend_source_factor { BlendFactor::One };
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BlendFactor blend_destination_factor { BlendFactor::One };
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u32 color_mask { 0xffffffff };
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float depth_min { 0 };
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float depth_max { 1 };
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