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https://github.com/love2d/love.git
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248 lines
5.8 KiB
C++
248 lines
5.8 KiB
C++
/**
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* Copyright (c) 2006-2024 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#pragma once
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#include "common/int.h"
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#include "common/math.h"
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#include "common/StringMap.h"
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#include "vertex.h"
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#include <vector>
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#include <string>
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namespace love
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{
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namespace graphics
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{
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class Shader;
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enum BlendMode // High level wrappers. Order is important (see renderstate.cpp)
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{
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BLEND_ALPHA,
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BLEND_ADD,
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BLEND_SUBTRACT,
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BLEND_MULTIPLY,
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BLEND_LIGHTEN,
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BLEND_DARKEN,
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BLEND_SCREEN,
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BLEND_REPLACE,
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BLEND_NONE,
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BLEND_CUSTOM,
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BLEND_MAX_ENUM
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};
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enum BlendAlpha // High level wrappers
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{
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BLENDALPHA_MULTIPLY,
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BLENDALPHA_PREMULTIPLIED,
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BLENDALPHA_MAX_ENUM
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};
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enum BlendFactor
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{
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BLENDFACTOR_ZERO,
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BLENDFACTOR_ONE,
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BLENDFACTOR_SRC_COLOR,
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BLENDFACTOR_ONE_MINUS_SRC_COLOR,
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BLENDFACTOR_SRC_ALPHA,
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BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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BLENDFACTOR_DST_COLOR,
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BLENDFACTOR_ONE_MINUS_DST_COLOR,
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BLENDFACTOR_DST_ALPHA,
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BLENDFACTOR_ONE_MINUS_DST_ALPHA,
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BLENDFACTOR_SRC_ALPHA_SATURATED,
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BLENDFACTOR_MAX_ENUM
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};
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enum BlendOperation
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{
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BLENDOP_ADD,
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BLENDOP_SUBTRACT,
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BLENDOP_REVERSE_SUBTRACT,
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BLENDOP_MIN,
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BLENDOP_MAX,
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BLENDOP_MAX_ENUM
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};
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enum StencilMode // High level wrappers.
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{
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STENCIL_MODE_OFF,
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STENCIL_MODE_DRAW,
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STENCIL_MODE_TEST,
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STENCIL_MODE_CUSTOM,
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STENCIL_MODE_MAX_ENUM
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};
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enum StencilAction
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{
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STENCIL_KEEP,
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STENCIL_ZERO,
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STENCIL_REPLACE,
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STENCIL_INCREMENT,
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STENCIL_DECREMENT,
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STENCIL_INCREMENT_WRAP,
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STENCIL_DECREMENT_WRAP,
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STENCIL_INVERT,
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STENCIL_MAX_ENUM
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};
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enum CompareMode
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{
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COMPARE_LESS,
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COMPARE_LEQUAL,
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COMPARE_EQUAL,
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COMPARE_GEQUAL,
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COMPARE_GREATER,
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COMPARE_NOTEQUAL,
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COMPARE_ALWAYS,
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COMPARE_NEVER,
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COMPARE_MAX_ENUM
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};
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struct BlendState
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{
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BlendOperation operationRGB = BLENDOP_ADD;
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BlendOperation operationA = BLENDOP_ADD;
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BlendFactor srcFactorRGB = BLENDFACTOR_ONE;
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BlendFactor srcFactorA = BLENDFACTOR_ONE;
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BlendFactor dstFactorRGB = BLENDFACTOR_ZERO;
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BlendFactor dstFactorA = BLENDFACTOR_ZERO;
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bool enable = false;
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BlendState() {}
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BlendState(BlendOperation opRGB, BlendOperation opA, BlendFactor srcRGB, BlendFactor srcA, BlendFactor dstRGB, BlendFactor dstA)
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: operationRGB(opRGB)
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, operationA(opA)
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, srcFactorRGB(srcRGB)
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, srcFactorA(srcA)
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, dstFactorRGB(dstRGB)
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, dstFactorA(dstA)
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, enable(true)
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{}
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bool operator == (const BlendState &b) const
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{
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return enable == b.enable
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&& operationRGB == b.operationRGB && operationA == b.operationA
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&& srcFactorRGB == b.srcFactorRGB && srcFactorA == b.srcFactorA
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&& dstFactorRGB == b.dstFactorRGB && dstFactorA == b.dstFactorA;
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}
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uint32 toKey() const
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{
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return (dstFactorA << 0) | (dstFactorRGB << 4) | (srcFactorA << 8) | (srcFactorRGB << 12)
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| (operationA << 16) | (operationRGB << 20) | ((enable ? 1 : 0) << 24);
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}
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static BlendState fromKey(uint32 key)
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{
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BlendState b;
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b.enable = (bool)((key >> 24) & 1);
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b.operationRGB = (BlendOperation)((key >> 20) & 0x7);
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b.operationA = (BlendOperation)((key >> 16) & 0x7);
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b.srcFactorRGB = (BlendFactor)((key >> 12) & 0xF);
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b.srcFactorA = (BlendFactor)((key >> 8) & 0xF);
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b.dstFactorRGB = (BlendFactor)((key >> 4) & 0xF);
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b.dstFactorA = (BlendFactor)((key >> 0) & 0xF);
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return b;
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}
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};
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struct DepthState
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{
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CompareMode compare = COMPARE_ALWAYS;
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bool write = false;
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bool operator == (const DepthState &d) const
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{
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return compare == d.compare && write == d.write;
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}
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};
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struct StencilState
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{
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CompareMode compare = COMPARE_ALWAYS;
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StencilAction action = STENCIL_KEEP;
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int value = 0;
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uint32 readMask = 0xFFFFFFFF;
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uint32 writeMask = 0xFFFFFFFF;
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bool operator == (const StencilState &s) const
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{
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return compare == s.compare && action == s.action && value == s.value
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&& readMask == s.readMask && writeMask == s.writeMask;
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}
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};
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struct ColorChannelMask
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{
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bool r = true;
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bool g = true;
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bool b = true;
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bool a = true;
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bool operator == (ColorChannelMask c) const
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{
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return r == c.r && g == c.g && b == c.b && a == c.a;
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}
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bool operator != (ColorChannelMask c) const
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{
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return !(operator==(c));
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}
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};
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struct ScissorState
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{
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Rect rect = {0, 0, 0, 0};
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bool enable = false;
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};
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BlendState computeBlendState(BlendMode mode, BlendAlpha alphamode);
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BlendMode computeBlendMode(BlendState s, BlendAlpha &alphamode);
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bool isAlphaMultiplyBlendSupported(BlendMode mode);
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StencilState computeStencilState(StencilMode mode, int value);
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StencilMode computeStencilMode(const StencilState &s);
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/**
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* GPU APIs do the comparison in the opposite way of what makes sense for some
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* of love's APIs. For example in OpenGL if the compare function is GL_GREATER,
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* then the stencil test will pass if the reference value is greater than the
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* value in the stencil buffer. With our stencil API it's more intuitive to
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* assume that setStencilTest(COMPARE_GREATER, 4) will make it pass if the
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* stencil buffer has a value greater than 4.
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**/
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CompareMode getReversedCompareMode(CompareMode mode);
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STRINGMAP_DECLARE(BlendMode);
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STRINGMAP_DECLARE(BlendAlpha);
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STRINGMAP_DECLARE(BlendFactor);
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STRINGMAP_DECLARE(BlendOperation);
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STRINGMAP_DECLARE(StencilMode);
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STRINGMAP_DECLARE(StencilAction);
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STRINGMAP_DECLARE(CompareMode);
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} // graphics
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} // love
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