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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_GL_PIPELINE_HPP
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#define ANTKEEPER_GL_PIPELINE_HPP
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#include <engine/gl/pipeline-viewport-state.hpp>
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#include <engine/gl/pipeline-rasterization-state.hpp>
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#include <engine/gl/pipeline-depth-stencil-state.hpp>
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#include <engine/gl/pipeline-input-assembly-state.hpp>
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#include <engine/gl/pipeline-vertex-input-state.hpp>
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#include <engine/gl/pipeline-color-blend-state.hpp>
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#include <engine/gl/vertex-array.hpp>
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#include <engine/gl/vertex-buffer.hpp>
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#include <engine/gl/clear-value.hpp>
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#include <engine/gl/framebuffer.hpp>
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#include <engine/gl/shader-program.hpp>
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#include <engine/gl/clear-bits.hpp>
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#include <engine/gl/stencil-face-bits.hpp>
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#include <array>
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#include <cstdint>
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#include <span>
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namespace app { class sdl_window_manager; }
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namespace gl {
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/**
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* Graphics pipeline interface.
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*/
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class pipeline
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{
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public:
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/**
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* Constructs a pipeline.
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*/
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pipeline();
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/// @name Vertex input state
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/// @{
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/**
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* Sets the vertex input.
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*
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* @param vertex_bindings Vertex bindings.
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* @param vertex_attributes Vertex attributes.
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*/
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// void set_vertex_input(std::span<const vertex_input_binding> vertex_bindings, std::span<const vertex_input_attribute> vertex_attributes);
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void bind_framebuffer(const gl::framebuffer* framebuffer);
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void bind_shader_program(const gl::shader_program* shader_program);
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/**
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* Binds a vertex array.
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*
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* @param array Vertex array to bind.
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*/
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void bind_vertex_array(const vertex_array* array);
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/**
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* Binds vertex buffers.
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*
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* @param first_binding Index of the first vertex input binding.
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* @param buffers Sequence of buffers to bind.
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* @param offsets Sequence of byte offsets into each buffer.
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* @param strides Sequence of byte strides between consecutive elements within each buffer.
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*/
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void bind_vertex_buffers(std::uint32_t first_binding, std::span<const vertex_buffer* const> buffers, std::span<const std::size_t> offsets, std::span<const std::size_t> strides);
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/// @}
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/// @name Input assembly state
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/// @{
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/**
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* Sets the primitive topology to use for drawing.
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*
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* @param topology Primitive topology to use for drawing.
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*/
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void set_primitive_topology(primitive_topology topology);
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/**
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* Controls whether a special vertex index value is treated as restarting the assembly of primitives.
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*
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* @param enabled `true` if a special vertex index value should restart the assembly of primitives, `false` otherwise.
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*/
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void set_primitive_restart_enabled(bool enabled);
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/// @}
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/// @name Viewport state
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/// @{
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/**
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* Sets one or more viewports.
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*
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* @param first_viewport Index of the first viewport to set.
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* @param viewports Sequence of viewports.
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*
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* @except std::out_of_range Viewport index out of range.
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*
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* @warning Currently only a single viewport is supported.
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*/
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void set_viewport(std::uint32_t first_viewport, std::span<const viewport> viewports);
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/**
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* Sets one or more scissor regions.
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*
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* @param first_scissor Index of the first scissor region to set.
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* @param scissors Sequence of scissor regions.
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*
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* @except std::out_of_range Scissor region index out of range.
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*
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* @warning Currently only a single scissor region is supported.
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*/
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void set_scissor(std::uint32_t first_scissor, std::span<const scissor_region> scissors);
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/// @}
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/// @name Rasterizer state
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/// @{
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/**
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* Controls whether primitives are discarded before the rasterization stage.
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*
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* @param enabled `true` if primitives should be discarded before the rasterization stage, `false` otherwise.
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*/
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void set_rasterizer_discard_enabled(bool enabled);
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/**
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* Sets the polygon rasterization mode.
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*
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* @param mode Polygon rasterization mode.
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*/
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void set_fill_mode(fill_mode mode);
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/**
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* Sets the triangle culling mode.
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*
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* @param mode Triangle culling mode.
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*/
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void set_cull_mode(cull_mode mode);
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/**
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* Sets the front-facing triangle orientation.
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*
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* @param face Front-facing triangle orientation.
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*/
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void set_front_face(front_face face);
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/**
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* Controls whether to bias fragment depth values.
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*
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* @param enabled `true` if fragment depth values should be biased, `false` otherwise.
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*/
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void set_depth_bias_enabled(bool enabled);
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/**
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* Sets depth bias factors.
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*
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* @param constant_factor Scalar factor controlling the constant depth value added to each fragment.
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* @param slope_factor Scalar factor applied to a fragment's slope in depth bias calculations.
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*/
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void set_depth_bias_factors(float constant_factor, float slope_factor);
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/**
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* Controls whether depth clamping is enabled.
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*
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* @param enabled `true` if depth clamping should be enabled, `false` otherwise.
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*/
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void set_depth_clamp_enabled(bool enabled);
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/**
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* Enables or disables scissor testing.
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*
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* @param enabled `true` if scissor testing should be enabled, `false` otherwise.
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*/
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void set_scissor_test_enabled(bool enabled);
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/**
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* Sets the vertex to be used as the source of data for flat-shaded varyings.
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*
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* @param mode Provoking vertex mode.
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*/
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void set_provoking_vertex_mode(provoking_vertex_mode mode);
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/**
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* Sets the the diameter of rasterized points.
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*
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* @param size Point size.
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*/
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void set_point_size(float size);
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/**
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* Sets the width of rasterized lines.
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*
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* @param width Width of rasterized line segments.
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*/
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void set_line_width(float width);
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/// @}
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/// @name Depth/stencil state
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/// @{
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/**
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* Controls whether depth testing is enabled.
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*
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* @param enabled `true` if depth testing should be enabled, `false` otherwise.
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*/
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void set_depth_test_enabled(bool enabled);
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/**
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* Controls whether depth writes are enabled.
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*
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* @param enabled `true` if depth writes should be enabled when depth testing is enabled, `false` otherwise.
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*
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* @note Depth writes are always disabled when depth testing is disabled.
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*/
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void set_depth_write_enabled(bool enabled);
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/**
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* Sets the depth comparison operator.
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*
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* @param compare_op Comparison operator to use in the depth comparison step of the depth test.
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*/
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void set_depth_compare_op(gl::compare_op compare_op);
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/**
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* Controls whether stencil testing is enabled.
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*
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* @param enabled `true` if stencil testing should be enabled, `false` otherwise.
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*/
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void set_stencil_test_enabled(bool enabled);
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/**
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* Sets the stencil operations.
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*
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* @param face_mask Bit mask specifying the set of stencil states for which to update the stencil operation.
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* @param fail_op Action performed on samples that fail the stencil test.
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* @param pass_op Action performed on samples that pass both the depth and stencil tests.
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* @param depth_fail_op Action performed on samples that pass the stencil test and fail the depth test.
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* @param compare_op Comparison operator used in the stencil test.
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*/
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void set_stencil_op(std::uint8_t face_mask, stencil_op fail_op, stencil_op pass_op, stencil_op depth_fail_op, gl::compare_op compare_op);
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/**
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* Sets the stencil compare mask.
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*
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* @param face_mask Bit mask specifying the set of stencil states for which to update the compare mask.
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* @param compare_mask New value to use as the stencil compare mask.
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*/
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void set_stencil_compare_mask(std::uint8_t face_mask, std::uint32_t compare_mask);
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/**
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* Sets the stencil reference value.
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*
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* @param face_mask Bit mask specifying the set of stencil states for which to update the reference value.
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* @param reference New value to use as the stencil reference value.
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*/
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void set_stencil_reference(std::uint8_t face_mask, std::uint32_t reference);
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/**
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* Sets the stencil write mask.
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*
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* @param face_mask Bit mask specifying the set of stencil states for which to update the write mask.
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* @param write_mask New value to use as the stencil write mask.
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*/
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void set_stencil_write_mask(std::uint8_t face_mask, std::uint32_t write_mask);
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/// @}
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/// @name Color blend state
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/// @{
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/**
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* Controls whether whether logical operations are enabled.
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*
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* @param enabled `true` if logical operations should be enabled, `false` otherwise.
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*/
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void set_logic_op_enabled(bool enabled);
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/**
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* Selects which logical operation to apply.
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*
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* @param logic_op Logical operation to apply.
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*/
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void set_logic_op(gl::logic_op logic_op);
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/**
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* Controls whether blending is enabled for the corresponding color attachment.
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*
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* @param enabled `true` if color blending should be enabled, `false` otherwise.
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*/
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void set_color_blend_enabled(bool enabled);
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/**
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* Sets the color blend factors and operations.
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*
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* @param equation Color blend factors and operations.
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*/
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void set_color_blend_equation(const color_blend_equation& equation);
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/**
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* Sets the color write mask.
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*
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* @param mask Bitmask indicating which of the RGBA components are enabled for writing.
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*/
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void set_color_write_mask(std::uint8_t mask);
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/**
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* Sets the values of the blend constants.
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*
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* @param blend_constants RGBA components of the blend constant that are used in blending, depending on the blend factor.
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*/
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void set_blend_constants(const std::array<float, 4>& blend_constants);
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/// @}
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/// @name Drawing
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/// @{
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/**
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* Draws primitives.
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*
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* @param vertex_count Number of vertices to draw.
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* @param instance_count Number of instances to draw.
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* @param first_vertex Index of the first vertex to draw.
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* @param first_instance Instance ID of the first instance to draw. (WARNING: not currently supported)
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*
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* @warning @p first_instance currently not supported.
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*/
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void draw(std::uint32_t vertex_count, std::uint32_t instance_count, std::uint32_t first_vertex, std::uint32_t first_instance);
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/**
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* Draws primitives with indexed vertices.
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*
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* @param index_count Number of vertices to draw.
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* @param instance_count Number of instances to draw.
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* @param first_index Base index within the index buffer.
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* @param vertex_offset Value added to the vertex index before indexing into the vertex buffer.
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* @param first_instance Instance ID of the first instance to draw. (WARNING: not currently supported)
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*
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* @warning @p first_instance currently not supported.
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*/
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void draw_indexed(std::uint32_t index_count, std::uint32_t instance_count, std::uint32_t first_index, std::int32_t vertex_offset, std::uint32_t first_instance);
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/// @}
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/// @name Clear
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/// @{
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/**
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* Clears the color, depth, or stencil buffers of current attachments.
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*
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* @param mask Bit mask indicating which buffers should be cleared.
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* @param value Color, depth, and stencil values with which to fill the cleared attachments.
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*/
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void clear_attachments(std::uint8_t mask, const clear_value& value);
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/// @}
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/// @name Limitations
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/// @{
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/// Returns the dimensions of the default framebuffer.
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[[nodiscard]] inline constexpr const std::array<std::uint32_t, 2>& get_default_framebuffer_dimensions() const noexcept
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{
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return m_default_framebuffer_dimensions;
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}
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/// Returns the maximum number of supported viewports.
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[[nodiscard]] inline constexpr std::uint32_t get_max_viewports() const noexcept
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{
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return m_max_viewports;
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}
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/// Returns the maximum supported degree of sampler anisotropy.
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[[nodiscard]] inline constexpr float get_max_sampler_anisotropy() const noexcept
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{
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return m_max_sampler_anisotropy;
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}
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/// @}
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private:
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friend class app::sdl_window_manager;
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/// Changes the reported dimensions of the default framebuffer.
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void defaut_framebuffer_resized(std::uint32_t width, std::uint32_t height) noexcept;
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void fetch_vertex_input_state();
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void fetch_input_assembly_state();
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void fetch_viewport_state();
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void fetch_rasterization_state();
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void fetch_depth_stencil_state();
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void fetch_color_blend_state();
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void fetch_clear_value();
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std::uint32_t m_max_viewports{1};
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float m_max_sampler_anisotropy{0.0f};
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std::array<std::uint32_t, 2> m_default_framebuffer_dimensions{0, 0};
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pipeline_vertex_input_state m_vertex_input_state;
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pipeline_input_assembly_state m_input_assembly_state;
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pipeline_viewport_state m_viewport_state;
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pipeline_rasterization_state m_rasterization_state;
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pipeline_depth_stencil_state m_depth_stencil_state;
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pipeline_color_blend_state m_color_blend_state;
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clear_value m_clear_value;
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const framebuffer* m_framebuffer{};
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const shader_program* m_shader_program{};
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const vertex_array* m_vertex_array{};
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};
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} // namespace gl
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#endif // ANTKEEPER_GL_PIPELINE_HPP
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