feat(RHI): add rendering state abstraction to RHICommandList
- Add DepthStencilState and BlendState structs to RHICommandList - Add SetPrimitiveTopology, SetDepthStencilState, SetStencilRef, SetBlendState, SetBlendFactor virtual methods - Implement new methods in OpenGL backend with full state control - Implement stub methods in D3D12 backend (states controlled via PSO)
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@@ -522,5 +522,143 @@ void OpenGLCommandList::DrawIndexed(uint32_t indexCount, uint32_t instanceCount,
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reinterpret_cast<const void*>(startIndex * sizeof(GLuint)), static_cast<GLsizei>(instanceCount));
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}
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static unsigned int ToGLPrimitiveTopology(PrimitiveTopology topology) {
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switch (topology) {
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case PrimitiveTopology::PointList: return GL_POINTS;
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case PrimitiveTopology::LineList: return GL_LINES;
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case PrimitiveTopology::LineStrip: return GL_LINE_STRIP;
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case PrimitiveTopology::TriangleList: return GL_TRIANGLES;
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case PrimitiveTopology::TriangleStrip: return GL_TRIANGLE_STRIP;
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case PrimitiveTopology::LineListAdj: return GL_LINES_ADJACENCY;
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case PrimitiveTopology::LineStripAdj: return GL_LINE_STRIP_ADJACENCY;
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case PrimitiveTopology::TriangleListAdj: return GL_TRIANGLES_ADJACENCY;
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case PrimitiveTopology::TriangleStripAdj: return GL_TRIANGLE_STRIP_ADJACENCY;
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case PrimitiveTopology::PatchList: return GL_PATCHES;
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default: return GL_TRIANGLES;
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}
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}
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static unsigned int ToGLComparisonFunc(ComparisonFunc func) {
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switch (func) {
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case ComparisonFunc::Never: return GL_NEVER;
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case ComparisonFunc::Less: return GL_LESS;
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case ComparisonFunc::Equal: return GL_EQUAL;
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case ComparisonFunc::LessEqual: return GL_LEQUAL;
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case ComparisonFunc::Greater: return GL_GREATER;
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case ComparisonFunc::NotEqual: return GL_NOTEQUAL;
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case ComparisonFunc::GreaterEqual: return GL_GEQUAL;
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case ComparisonFunc::Always: return GL_ALWAYS;
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default: return GL_LESS;
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}
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}
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static unsigned int ToGLStencilOp(StencilOp op) {
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switch (op) {
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case StencilOp::Keep: return GL_KEEP;
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case StencilOp::Zero: return GL_ZERO;
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case StencilOp::Replace: return GL_REPLACE;
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case StencilOp::IncrSat: return GL_INCR;
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case StencilOp::DecrSat: return GL_DECR;
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case StencilOp::Invert: return GL_INVERT;
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case StencilOp::Incr: return GL_INCR_WRAP;
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case StencilOp::Decr: return GL_DECR_WRAP;
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default: return GL_KEEP;
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}
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}
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static unsigned int ToGLBlendFactor(BlendFactor factor) {
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switch (factor) {
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case BlendFactor::Zero: return GL_ZERO;
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case BlendFactor::One: return GL_ONE;
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case BlendFactor::SrcColor: return GL_SRC_COLOR;
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case BlendFactor::InvSrcColor: return GL_ONE_MINUS_SRC_COLOR;
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case BlendFactor::SrcAlpha: return GL_SRC_ALPHA;
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case BlendFactor::InvSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA;
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case BlendFactor::DstAlpha: return GL_DST_ALPHA;
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case BlendFactor::InvDstAlpha: return GL_ONE_MINUS_DST_ALPHA;
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case BlendFactor::DstColor: return GL_DST_COLOR;
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case BlendFactor::InvDstColor: return GL_ONE_MINUS_DST_COLOR;
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case BlendFactor::SrcAlphaSat: return GL_SRC_ALPHA_SATURATE;
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case BlendFactor::BlendFactor: return GL_CONSTANT_COLOR;
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case BlendFactor::InvBlendFactor: return GL_ONE_MINUS_CONSTANT_COLOR;
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case BlendFactor::Src1Color: return GL_SRC1_COLOR;
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case BlendFactor::InvSrc1Color: return GL_ONE_MINUS_SRC1_COLOR;
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case BlendFactor::Src1Alpha: return GL_SRC1_ALPHA;
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case BlendFactor::InvSrc1Alpha: return GL_ONE_MINUS_SRC1_ALPHA;
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default: return GL_ONE;
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}
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}
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static unsigned int ToGLBlendOp(BlendOp op) {
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switch (op) {
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case BlendOp::Add: return GL_FUNC_ADD;
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case BlendOp::Subtract: return GL_FUNC_SUBTRACT;
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case BlendOp::ReverseSubtract: return GL_FUNC_REVERSE_SUBTRACT;
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case BlendOp::Min: return GL_MIN;
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case BlendOp::Max: return GL_MAX;
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default: return GL_FUNC_ADD;
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}
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}
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void OpenGLCommandList::SetPrimitiveTopology(PrimitiveTopology topology) {
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m_primitiveType = ToGLPrimitiveTopology(topology);
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}
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void OpenGLCommandList::SetDepthStencilState(const DepthStencilState& state) {
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if (state.depthEnable) {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(ToGLComparisonFunc(state.depthFunc));
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glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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if (state.stencilEnable) {
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glEnable(GL_STENCIL_TEST);
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glStencilMask(state.stencilWriteMask);
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glStencilFunc(ToGLComparisonFunc(state.frontFace.stencilFunc), 0, state.stencilReadMask);
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glStencilOp(
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ToGLStencilOp(state.frontFace.stencilFailOp),
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ToGLStencilOp(state.frontFace.stencilDepthFailOp),
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ToGLStencilOp(state.frontFace.stencilPassOp)
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);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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void OpenGLCommandList::SetStencilRef(uint8_t ref) {
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glStencilFunc(GL_FRONT_AND_BACK, ref, 0xFF);
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}
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void OpenGLCommandList::SetBlendState(const BlendState& state) {
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if (state.alphaToCoverageEnable) {
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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} else {
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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const auto& rt = state.renderTargets[0];
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if (rt.blendEnable) {
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glEnable(GL_BLEND);
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glBlendFuncSeparate(
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ToGLBlendFactor(rt.srcBlend),
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ToGLBlendFactor(rt.dstBlend),
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ToGLBlendFactor(rt.srcBlendAlpha),
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ToGLBlendFactor(rt.dstBlendAlpha)
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);
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glBlendEquationSeparate(
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ToGLBlendOp(rt.blendOp),
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ToGLBlendOp(rt.blendOpAlpha)
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);
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} else {
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glDisable(GL_BLEND);
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}
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}
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void OpenGLCommandList::SetBlendFactor(const float factor[4]) {
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glBlendColor(factor[0], factor[1], factor[2], factor[3]);
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}
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} // namespace RHI
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} // namespace XCEngine
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