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RE_Types.h
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1 /*
2  * PROPRIETARY INFORMATION. This software is proprietary to
3  * Side Effects Software Inc., and is not to be reproduced,
4  * transmitted, or disclosed in any way without written permission.
5  *
6  * NAME: RE_Types.h ( UI Library, C++)
7  *
8  * COMMENTS:
9  * Common enums and defines for Open GL.
10  */
11 #ifndef __RE_Types__
12 #define __RE_Types__
13 
14 #include "RE_API.h"
15 
16 #define RE_MAX_PICK_DIST 100
17 
18 // The type of a window. Used to set hints for the windowing system
19 // to treat the window differently, and to set up borders and icon settings.
21 {
22  RE_WINDOW_MAIN, // An app window. App exits when all are closed.
23  RE_WINDOW_NORMAL, // A dialog window with min/max-imize buttons.
24  RE_WINDOW_DIALOG, // A transient dialog that should be on top
25  // of its parent window.
26  RE_WINDOW_UTILITY, // A non-transient (i.e., persistent) dialog
27  // like a toolbox or palette.
28  RE_WINDOW_SPLASH, // A splash screen window.
29  RE_WINDOW_TRANSIENT, // A *very* transient window displayed
30  // temporarily (like a tooltip or XCF slider).
31  // Grabs the pointer & is not managed.
32  RE_WINDOW_CHILD, // A child of a window (probably a child of a
33  // NORMAL window). Isn't managed.
34  RE_WINDOW_MENU, // A window for popup menus.
35  RE_WINDOW_HELPTIP, // Same as TRANSIENT, but without focus lock.
36 
37  RE_WINDOW_NORMAL_BORDERLESS,// A dialog window without a border, it is an extra type
38  RE_WINDOW_INVALID_TYPE // Not a type. Used to mean "uninitialized."
39 };
40 // should always point to the last type.
41 #define RE_NUM_WINDOW_TYPES RE_WINDOW_INVALID_TYPE
42 #include <UT/UT_Assert.h>
43 #include <UT/UT_ComputeGPU.h>
45 {
46  RE_GPU_UINT1 = 0, // corresponds to GL_STENCIL_INDEX1
47  RE_GPU_UINT4, // corresponds to GL_STENCIL_INDEX4
51 
55 
57  RE_GPU_FLOAT24, // corresponds to GL_DEPTH_COMPONENT24
60 
61  // These can only be used in the context of a GLSL shader.
65 };
66 
68 {
69  switch (t)
70  {
71  case RE_GPU_UINT1: return UT_GPU_UINT1;
72  case RE_GPU_UINT4: return UT_GPU_UINT4;
73  case RE_GPU_UINT8: return UT_GPU_UINT8;
74  case RE_GPU_UINT16: return UT_GPU_UINT16;
75  case RE_GPU_UINT32: return UT_GPU_UINT32;
76 
77  case RE_GPU_INT8: return UT_GPU_INT8;
78  case RE_GPU_INT16: return UT_GPU_INT16;
79  case RE_GPU_INT32: return UT_GPU_INT32;
80 
81  case RE_GPU_FLOAT16: return UT_GPU_FLOAT16;
82  case RE_GPU_FLOAT24: return UT_GPU_FLOAT24;
83  case RE_GPU_FLOAT32: return UT_GPU_FLOAT32;
84  case RE_GPU_FLOAT64: return UT_GPU_FLOAT64;
85 
86  case RE_GPU_MATRIX2: return UT_GPU_MATRIX2;
87  case RE_GPU_MATRIX3: return UT_GPU_MATRIX3;
88  case RE_GPU_MATRIX4: return UT_GPU_MATRIX4;
89  }
90 
91  UT_ASSERT(!"Unknown RE_GPUType.");
92  return UT_GPU_UINT8;
93 }
94 
96 {
97  switch (t)
98  {
99  case UT_GPU_UINT1: return RE_GPU_UINT1;
100  case UT_GPU_UINT4: return RE_GPU_UINT4;
101  case UT_GPU_UINT8: return RE_GPU_UINT8;
102  case UT_GPU_UINT16: return RE_GPU_UINT16;
103  case UT_GPU_UINT32: return RE_GPU_UINT32;
104 
105  case UT_GPU_INT8: return RE_GPU_INT8;
106  case UT_GPU_INT16: return RE_GPU_INT16;
107  case UT_GPU_INT32: return RE_GPU_INT32;
108 
109  case UT_GPU_FLOAT16: return RE_GPU_FLOAT16;
110  case UT_GPU_FLOAT24: return RE_GPU_FLOAT24;
111  case UT_GPU_FLOAT32: return RE_GPU_FLOAT32;
112  case UT_GPU_FLOAT64: return RE_GPU_FLOAT64;
113 
114  case UT_GPU_MATRIX2: return RE_GPU_MATRIX2;
115  case UT_GPU_MATRIX3: return RE_GPU_MATRIX3;
116  case UT_GPU_MATRIX4: return RE_GPU_MATRIX4;
117  }
118 
119  UT_ASSERT(!"Unknown UT_GPUType.");
120  return RE_GPU_UINT8;
121 }
122 
123 // defined in RE_OGLRender.C
124 RE_API extern const char *REgetTypeName(RE_GPUType p);
125 
126 #include <PXL/PXL_Common.h>
127 #include <IMG/IMG_FileTypes.h>
129 {
130  switch(t)
131  {
132  default:
133  case IMG_INT8: return RE_GPU_UINT8;
134  case IMG_INT16: return RE_GPU_UINT16;
135  case IMG_INT32: return RE_GPU_UINT32;
136  case IMG_FLOAT32: return RE_GPU_FLOAT32;
137  case IMG_FLOAT16: return RE_GPU_FLOAT16;
138  }
139 
140  UT_ASSERT(!"Unknown type");
141  return RE_GPU_UINT8;
142 }
143 
145 {
147 }
148 
149 // Function to get size in bits of a RE_GPUType
150 inline unsigned int REsizeOfGPUType(RE_GPUType gpu_type)
151 {
152  int bpp = 32;
153 
154  switch(gpu_type)
155  {
156  case RE_GPU_UINT1:
157  bpp = 1;
158  break;
159  case RE_GPU_UINT4:
160  bpp = 4;
161  break;
162  case RE_GPU_UINT8:
163  case RE_GPU_INT8:
164  bpp = 8;
165  break;
166  case RE_GPU_FLOAT16:
167  case RE_GPU_UINT16:
168  case RE_GPU_INT16:
169  bpp = 16;
170  break;
171  case RE_GPU_FLOAT64:
172  bpp = 64;
173  break;
174  case RE_GPU_MATRIX2:
175  bpp = 32 * 4;
176  break;
177  case RE_GPU_MATRIX3:
178  bpp = 32 * 9;
179  break;
180  case RE_GPU_MATRIX4:
181  bpp = 32 * 16;
182  break;
183  // FLOAT24 is padded to 32
184  default:
185  break;
186  }
187 
188  return bpp;
189 }
190 
191 
192 // RE definitions for GL primitives
194 {
197 
199 
203 
207 
208  RE_PRIM_LINES_ADJACENT, // for geometry shaders; includes
209  RE_PRIM_LINE_STRIP_ADJACENT, // extra vertices outside the primitive
210  RE_PRIM_TRIANGLES_ADJACENT, // for curvature
212 
213  RE_PRIM_POLYGONS, // General N-sided polygons
214 
215  RE_PRIM_PATCHES, // Patches sent to tessellation shaders
216 
218 };
219 
220 // defined in RE_OGLRender.C
221 RE_API extern int REgetGLPrim(RE_PrimType t);
222 RE_API extern RE_PrimType REgetREPrim(int gltype);
223 RE_API extern const char *REgetPrimName(RE_PrimType p);
224 
225 
226 // GLSL Shader stage types (bitfield in case a shader function can be applied
227 // to more than one stage type)
229 {
235 
236  RE_SHADER_COMPUTE = 0x20, // cannot be used with other stages
237 
239 };
240 
241 // Shader language type - now just GLSL.
243 {
247 };
248 
249 // Basic Primitive type that a shader program is designed for.
251 {
256 
258 };
259 
260 // returns the shader target that a given prim would require.
263 
264 // RE definitions for the various GL buffer objects
266 {
267  RE_BUFFER_ATTRIBUTE = 0x001, // generic vertex attribute
268  RE_BUFFER_ELEMENT = 0x002, // vertex connectivity index list
269 
270  RE_BUFFER_UNIFORM = 0x004, // uniform buffer object
271  RE_BUFFER_PIXEL_WRITE = 0x008, // pixels move from CPU->GPU
272  RE_BUFFER_PIXEL_READ = 0x010, // pixels move from GPU->CPU
273  RE_BUFFER_TEXTURE = 0x020, // For buffer textures
274  RE_BUFFER_SHADER_STORAGE = 0x040 // For generic buffers
275 };
276 
278 {
279  // passing data to GPU only.
280  RE_BUFFER_WRITE_ONCE, // written once only, redrawn many
281  RE_BUFFER_WRITE_FREQUENT, // written several times, redrawn many
282  RE_BUFFER_WRITE_STREAM, // one write per redraw
283 
284  // reading data from GPU only.
288 
289  // read and write (ex: rendering to a vertex list to use as geo)
293 };
294 
296 {
300 };
301 
303 {
315 
316 };
317 
319 {
320  RE_ARRAY_VERTEX, // sampled at vertex frequency
321  RE_ARRAY_POINT, // sampled at point frequency (default)
322  RE_ARRAY_PRIMITIVE, // sampled at primitive frequency
323  RE_ARRAY_INSTANCE, // sampled at instance frequency
324  RE_ARRAY_DETAIL, // sampled at detail frequency
325  RE_ARRAY_RANDOM, // randomly sampled
326  RE_ARRAY_NULL // placeholder only for vertex state match
327 };
328 
330 {
333 
341  RE_GENATTRIB_WIDTH, // shares vertex array slot with pscale
342  RE_GENATTRIB_CE, // shares slot with N
343 
348 
352 
358 
359  // sentinel
361 };
362 
363 /// Vertex shader input locations for known attribute types. All others
364 /// attributes are assigned starting at location 'RE_GENLOC_FIRST_CUSTOM'.
366 {
369 
370  RE_LOC_P = 0,
373  RE_LOC_N = 3,
381 
385 
387 };
388 
389 #if defined(WIN32) || defined(MBSD_COCOA)
390 typedef void * Display;
391 #endif
392 
393 // Default GL cache size. 32b machines get 384MB, while 64b machines get 2GB.
394 #ifdef AMD64
395 #define RE_TEXCACHE_DEFAULT_MAX_SIZE int64(512) * 1024 * 1024
396 #define RE_BUFCACHE_DEFAULT_MAX_SIZE int64(2) * 1024 * 1024 * 1024
397 #else
398 #define RE_TEXCACHE_DEFAULT_MAX_SIZE 96 * 1024 * 1024
399 #define RE_BUFCACHE_DEFAULT_MAX_SIZE 384 * 1024 * 1024
400 #endif
401 
402 #define RE_DEFAULT_DPI 85.0
403 #define RE_SCALE_BELOW_RESOLUTION 1000
404 #define RE_MIN_RESOLUTION_SCALE_FACTOR 0.85f
405 
406 #define MM_TO_INCHES(mm) ((mm) / 25.4)
407 
408 #define RE_HALF_TONE_ALPHA 0.6f
409 #define RE_QUARTER_TONE_ALPHA 0.3f
410 
412 {
413  RE_BUFFER_UNINIT = 0, // current buffer not known
414  RE_FRONT, // front buffer
415  RE_BACK, // back buffer (must be double buffered; single use front)
416  RE_BACK_LEFT, // back-left buffer for quad buffered stereo
417  RE_BACK_RIGHT, // back-right buffer for quad buffered stero
418 
419  RE_FBO_ZS, // for rendering to FBO depth or stencil attachments
420  RE_FBO_COLOR // for rendering to FBO attachments 0-15; add the # to
421  // this enum.
422 
423  // RE_BOTH has been removed because the back buffer is no longer valid
424  // after swapping, so you shouldn't need to write to both ever.
425 };
426 
428 {
431 };
432 
434 {
437 };
438 
440 {
443 };
444 
446 {
450 };
451 
453 {
462 };
463 
465 {
474 };
475 
477 {
486 };
487 
489 {
499 };
500 
502 {
511 };
512 
514 {
520 };
521 
523 {
527 };
528 
529 // keep in sync with the GL barrier types (GL_*_BARRIER_BIT)
531 {
547 
548  RE_BARRIER_ALL = 0xFFFFFFFF
549 };
550 
551 #define RE_MODE_MULTISAMPLE_MASK 0x60
552 #define RE_MODE_MULTISAMPLE_SHIFT 5
553 
555 {
556  // The mode components
557  RE_MODE_NONE = 0x000,
558  RE_MODE_RGB = 0x001, // RGB mode (req'd)
559  RE_MODE_DOUBLE = 0x002, // Double buffer
560  RE_MODE_ZBUFFER = 0x004, // Depth buffer
561  RE_MODE_ALPHA = 0x008, // Alpha buffer (RGBA)
562  RE_MODE_STENCIL = 0x010, // Stencil buffer
563  RE_MODE_MULTISAMPLE_LOW = 0x020, // 2x Full Scene AA
564  RE_MODE_MULTISAMPLE_MED = 0x040, // 4x Full Scene AA
565  RE_MODE_MULTISAMPLE_HIGH = 0x060, // 8x (NV) / 6x (ATI) FS AA
566  RE_MODE_ACCUM = 0x080, // Color Accumulation buffer
567  RE_MODE_ACCUM_ALPHA = 0x100, // Alpha accum (needs color acc)
568  RE_MODE_HDR = 0x200, // HDR FP16 (FBO only)
569  RE_MODE_HDR_FP32 = 0x400, // HDR FP32 (FBO only)
570  RE_MODE_STEREO = 0x800, // quad buffer stereo
571 
572  // The actual modes themselves; convenience enums.
575 
578 
581 
584 
588 
591 
595 
602 };
603 
605 {
609 };
610 
612 {
613  RE_SEVERITY_MESSAGE =0, // ARB_debug_group only
614 
618 };
619 
620 // This is a bitmask.
621 // *** You must update REgetDeviceName() if you change this ***
623 {
625 
628  RE_DEVICE_INTEL_GMA = 0x4, // Intel GMA (not supported)
629  RE_DEVICE_INTEL_HD = 0x8, // Intel HD graphics
630  RE_DEVICE_GDI = 0x10, // Software OGL on Windows
632 
633  RE_DEVICE_PRO = 0x100, // Professional series
634  RE_DEVICE_MAC = 0x200, // Mac versions of drivers
635  RE_DEVICE_MAC_SILICON = 0x600, // ARM-based Macs
636 
640 };
641 
643  const char *renderstring);
644 
646 {
647  return (dev & RE_DEVICE_PRO);
648 }
649 
651 {
652  return !(dev & RE_DEVICE_PRO);
653 }
654 
655 class UT_String;
657 
658 #include <UT/UT_IntrusivePtr.h>
663 
664 #include <UT/UT_StringArray.h>
665 
667 
668 class IMG_Raster;
669 typedef IMG_Raster *(*RE_IconLoader)(int, int);
670 
671 class PXL_Lookup;
672 
674 {
675 public:
676  RE_RasterOpts() : myZoomX(-1), myZoomY(-1),
677  myColorScale(1.0f), myColorShift(0.0f),
678  myColorBlack(0.0f), myColorWhite(1.0f),
679  myAlphaScale(1.0f), myAlphaShift(0.0f),
680  myGamma(1.0f), myAspectRatio(1.0f), myVScale(1.0f),
681  myLUTSize(0), myComponent(-1), myModifyAlpha(false),
682  myDither(true), myComponentsAsGrey(true),
683  myLUTObject(0), myTransparent(0), myPremultiplyFlag(0),
684  myFragment16bit(0), myStereoMode(0), myPreBright(0),
685  myIgnoreGamma(false), myColorCorrectDisable(false),
686  myResetViewMatrix(true), myFlipX(false), myFlipY(false)
687  { myLUT[0] = myLUT[1] = myLUT[2] = myLUT[3] = 0; }
688 
689  float myZoomX;
690  float myZoomY;
697  float myGamma;
699  float myVScale;
700  float *myLUT[4];
703  unsigned myModifyAlpha :1,
704  myDither : 1,
705  myComponentsAsGrey :1,
706  myTransparent :1,
707  myPremultiplyFlag:1,
708  myFragment16bit : 2,
709  myStereoMode : 2,
710  myPreBright : 1,
711  myIgnoreGamma : 1,
712  myColorCorrectDisable : 1,
713  myResetViewMatrix :1,
714  myFlipX:1,
715  myFlipY:1;
717 };
718 
719 
720 
721 // stack item for blending & smoothing (which also modifies the blend state)
723 {
724 public:
726  {
727  mySmoothPushed = false;
728  mySmoothRequest = false;
729  mySmoothEnable = false;
730  myForceSmooth = 0;
731  myPrevLineWidth = -1.0f;
732 
733  myBlend = 0;
734  mySourceFactor = RE_SBLEND_ONE;
735  myDestFactor = RE_DBLEND_ZERO;
736  myAlphaSourceFactor = RE_SBLEND_ONE;
737  myAlphaDestFactor = RE_DBLEND_ZERO;
738  myEquation = RE_BLEND_ADD;
739  }
740 
741  void copy(const re_BlendSmoothState &state)
742  {
743  mySmoothPushed = state.mySmoothPushed;
744  mySmoothRequest = state.mySmoothRequest;
745  mySmoothEnable = state.mySmoothEnable;
746  myForceSmooth = state.myForceSmooth;
747  myPrevLineWidth = state.myPrevLineWidth;
748 
749  myBlend = state.myBlend;
750  mySourceFactor = state.mySourceFactor;
751  myDestFactor = state.myDestFactor;
752  myAlphaSourceFactor = state.myAlphaSourceFactor;
753  myAlphaDestFactor = state.myAlphaDestFactor;
754  myEquation = state.myEquation;
755  }
756 
757  void get(bool &req_smooth, int &blend,
760  RE_BlendEquation &eq) const
761  {
762  req_smooth = mySmoothRequest;
763  blend = myBlend;
764  s = mySourceFactor;
765  d = myDestFactor;
766  sa = myAlphaSourceFactor;
767  da = myAlphaDestFactor;
768  eq = myEquation;
769  }
770 
771  void invalidate()
772  {
773  mySmoothRequest = false;
774  mySmoothEnable = -1;
775  myForceSmooth = -1;
776  myBlend = -1;
777  mySourceFactor = (RE_BlendSourceFactor)-1;
778  myDestFactor = (RE_BlendDestFactor)-1;
779  myAlphaSourceFactor = (RE_BlendSourceFactor)-1;
780  myAlphaDestFactor = (RE_BlendDestFactor)-1;
781  myEquation = RE_BlendEquation(-1);
782  }
783 
784  bool isValid()
785  {
786  return (mySmoothEnable != -1 &&
787  myForceSmooth != -1 &&
788  myBlend != -1 &&
789  mySourceFactor != (RE_BlendSourceFactor)-1 &&
790  myDestFactor != (RE_BlendDestFactor)-1 &&
791  myAlphaSourceFactor != (RE_BlendSourceFactor)-1 &&
792  myAlphaDestFactor != (RE_BlendDestFactor)-1 &&
793  myEquation != RE_BlendEquation(-1));
794  }
795 
801  int myBlend;
807 };
808 
809 // Stack item for stenciling
811 {
812 public:
814  {
815  myEnable = false;
816  myClearValue = 0;
817  myWriteMask = 1;
818  myFunc = RE_SALWAYS;
819  myRef = 0;
820  myValueMask = 1;
821  myFailOperation = RE_SKEEP;
822  myPassDepthFailOperation = RE_SKEEP;
823  myPassDepthPassOperation = RE_SKEEP;
824  }
825 
826  void set(bool enable,
827  int clearValue,
828  int writeMask,
830  int ref,
831  int valueMask,
832  RE_SOperation failOperation,
833  RE_SOperation passDepthFailOperation,
834  RE_SOperation passDepthPassOperation)
835  {
836  myEnable = enable;
837  myClearValue = clearValue;
838  myWriteMask = writeMask;
839  myFunc = func;
840  myRef = ref;
841  myValueMask = valueMask;
842  myFailOperation = failOperation;
843  myPassDepthFailOperation = passDepthFailOperation;
844  myPassDepthPassOperation = passDepthPassOperation;
845  }
846 
847  void get(bool &enable,
848  int &clearValue,
849  int &writeMask,
851  int &ref,
852  int &valueMask,
853  RE_SOperation &failOperation,
854  RE_SOperation &passDepthFailOperation,
855  RE_SOperation &passDepthPassOperation) const
856  {
857  enable = myEnable;
858  clearValue = myClearValue;
859  writeMask = myWriteMask;
860  func = myFunc;
861  ref = myRef;
862  valueMask = myValueMask;
863  failOperation = myFailOperation;
864  passDepthFailOperation = myPassDepthFailOperation;
865  passDepthPassOperation = myPassDepthPassOperation;
866  }
867 
868  bool myEnable;
872  int myRef;
877 };
878 
879 // Depth stack item for depth buffer state
881 {
882 public:
884  {
885  myDepthTest = -1;
886  myDepthBufferWrite = -1;
887  myZFunction = (RE_ZFunction) -1;
888  myDepthClamp = -1;
889  myZNear = 0.0;
890  myZFar = 1.0;
891  }
892 
897  double myZNear;
898  double myZFar;
899 };
900 
901 #define PATTERN_STACK_SIZE 7
902 #define RE_SMOOTH_STACK_SIZE 16
903 #define RE_STENCIL_STACK_SIZE 16
904 #define RE_ALIGN_STACK_SIZE 16
905 #define RE_FRAMEBUFFER_STACK_SIZE 8
906 #define RE_SHADER_STACK_SIZE 16
907 #define RE_BUFFER_STACK_SIZE 8
908 #define RE_DEPTH_STACK_SIZE 16
909 #define RE_UNIFORM_STACK_SIZE 16
910 
911 
912 #define RE_STACK_DEPTH 256
913 
914 // ============================================================================
915 // Platlform-specific implementation defines, typedefs and declarations.
916 // At the moment there is only the Qt implementation.
917 // ============================================================================
918 
919 // We use RE_OGLContext and only cast at the last possible minute,
920 // to avoid problems compiling against certain OpenGL drivers.
921 class QOpenGLContext;
922 typedef QOpenGLContext *RE_OGLContext;
923 
925 typedef RE_GLDrawable *OGLDrawable;
926 
927 #endif
GLint ref
Definition: glcorearb.h:124
GLboolean enable
Definition: glew.h:2750
RE_API int REgetGLPrim(RE_PrimType t)
RE_API const char * REgetPrimName(RE_PrimType p)
RE_API RE_ShaderTarget REgetShaderTargetForPrim(RE_PrimType type)
PXL_Lookup * myLUTObject
Definition: RE_Types.h:716
#define RE_API
Definition: RE_API.h:10
RE_API RE_GraphicsDevice REdetermineGraphicsDevice(const char *renderstring)
float myAspectRatio
Definition: RE_Types.h:698
RE_API void REgetDeviceName(RE_GraphicsDevice dev, UT_String &name)
RE_BlendSourceFactor mySourceFactor
Definition: RE_Types.h:802
double myZFar
Definition: RE_Types.h:898
RE_FaceMode
Definition: RE_Types.h:445
RE_GPUType REconvertIMGType(IMG_DataType t)
Definition: RE_Types.h:128
unsigned int REsizeOfGPUType(RE_GPUType gpu_type)
Definition: RE_Types.h:150
RE_GLDrawable * OGLDrawable
Definition: RE_Types.h:924
RE_GraphicsDevice
Definition: RE_Types.h:622
float myVScale
Definition: RE_Types.h:699
UT_StringArray RE_OverrideList
Definition: RE_Types.h:666
UT_IntrusivePtr< RE_OGLBuffer > RE_OGLBufferHandle
Definition: RE_Types.h:661
RE_Severity
Definition: RE_Types.h:611
RE_LineStyle
Definition: RE_Types.h:433
GLuint const GLchar * name
Definition: glcorearb.h:786
int myDepthBufferWrite
Definition: RE_Types.h:895
GLdouble GLdouble t
Definition: glew.h:1403
float myZoomX
Definition: RE_Types.h:689
int myDepthTest
Definition: RE_Types.h:893
RE_ZFunction myZFunction
Definition: RE_Types.h:896
RE_MatrixMode
Definition: RE_Types.h:427
RE_GPUType REconvertFromGPUType(UT_GPUType t)
Definition: RE_Types.h:95
RE_SFunction myFunc
Definition: RE_Types.h:871
float myColorWhite
Definition: RE_Types.h:694
RE_SOperation myPassDepthFailOperation
Definition: RE_Types.h:875
int myDepthClamp
Definition: RE_Types.h:894
RE_ShaderType
Definition: RE_Types.h:228
RE_GenericAttribID
Definition: RE_Types.h:329
float myColorShift
Definition: RE_Types.h:692
vint4 blend(const vint4 &a, const vint4 &b, const vbool4 &mask)
Definition: simd.h:4784
UT_GPUType
Definition: UT_ComputeGPU.h:41
RE_GPUType
Definition: RE_Types.h:44
RE_BufferType
Definition: RE_Types.h:265
UT_GPUType PXLconvertToUTGPUType(PXL_DataFormat t)
Definition: PXL_Common.h:99
double myZNear
Definition: RE_Types.h:897
RE_BufferBinding
Definition: RE_Types.h:302
RE_SOperation myPassDepthPassOperation
Definition: RE_Types.h:876
void set(bool enable, int clearValue, int writeMask, RE_SFunction func, int ref, int valueMask, RE_SOperation failOperation, RE_SOperation passDepthFailOperation, RE_SOperation passDepthPassOperation)
Definition: RE_Types.h:826
IMG_DataType
Definition: IMG_FileTypes.h:17
int myComponent
Definition: RE_Types.h:702
float myZoomY
Definition: RE_Types.h:690
RE_SmoothMode
Definition: RE_Types.h:439
RE_BlendSourceFactor myAlphaSourceFactor
Definition: RE_Types.h:804
RE_BlendEquation
Definition: RE_Types.h:513
void copy(const re_BlendSmoothState &state)
Definition: RE_Types.h:741
GLfloat GLfloat p
Definition: glew.h:16656
bool REisProfessionalDevice(RE_GraphicsDevice dev)
Definition: RE_Types.h:645
typedef int(WINAPI *PFNWGLRELEASEPBUFFERDCARBPROC)(HPBUFFERARB hPbuffer
RE_MemoryBarrierBitfield
Definition: RE_Types.h:530
RE_DisplayMode
Definition: RE_Types.h:554
RE_ZFunction
Definition: RE_Types.h:452
PXL_DataFormat
Definition: PXL_Common.h:20
float myColorBlack
Definition: RE_Types.h:693
RE_ShaderAttribLocation
Definition: RE_Types.h:365
float myGamma
Definition: RE_Types.h:697
RE_BlendDestFactor myAlphaDestFactor
Definition: RE_Types.h:805
float myColorScale
Definition: RE_Types.h:691
RE_BlendDestFactor myDestFactor
Definition: RE_Types.h:803
GLenum func
Definition: glcorearb.h:783
RE_BufferAccess
Definition: RE_Types.h:295
UT_GPUType REconvertToUTGPUType(RE_GPUType t)
Definition: RE_Types.h:67
RE_GPUType REconvertPXLType(PXL_DataFormat t)
Definition: RE_Types.h:144
float myAlphaScale
Definition: RE_Types.h:695
RE_SOperation
Definition: RE_Types.h:476
RE_BlendEquation myEquation
Definition: RE_Types.h:806
RE_VisualType
Definition: RE_Types.h:604
RE_BlendSourceFactor
Definition: RE_Types.h:488
RE_ArrayType
Definition: RE_Types.h:318
GLfloat f
Definition: glcorearb.h:1926
RE_BufferUsageHint
Definition: RE_Types.h:277
UT_IntrusivePtr< RE_Material > RE_MaterialPtr
Definition: RE_Types.h:659
#define UT_ASSERT(ZZ)
Definition: UT_Assert.h:153
RE_RenderBuf
Definition: RE_Types.h:411
RE_WindowType
Definition: RE_Types.h:20
RE_ShaderTarget
Definition: RE_Types.h:250
RE_API RE_PrimType REgetREPrim(int gltype)
type
Definition: core.h:1059
QOpenGLContext * RE_OGLContext
Definition: RE_Types.h:921
RE_API const char * REgetTypeName(RE_GPUType p)
RE_ShaderLanguage
Definition: RE_Types.h:242
RE_PrimType
Definition: RE_Types.h:193
GLdouble s
Definition: glew.h:1395
RE_SFunction
Definition: RE_Types.h:464
bool REisConsumerDevice(RE_GraphicsDevice dev)
Definition: RE_Types.h:650
RE_PersistentBufferMode
Definition: RE_Types.h:522
float myAlphaShift
Definition: RE_Types.h:696
RE_SOperation myFailOperation
Definition: RE_Types.h:874
RE_API RE_ShaderTarget REgetShaderTargetForGLPrim(int gltype)
RE_BlendDestFactor
Definition: RE_Types.h:501