Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags

Fixes #832
Closes #886
This commit is contained in:
Wojtek Figat
2023-01-15 12:44:39 +01:00
parent 810f7fb803
commit f127bbebe1
101 changed files with 424 additions and 414 deletions

View File

@@ -101,7 +101,7 @@ void DeferredMaterialShader::Bind(BindParameters& params)
}
// Select pipeline state based on current pass and render mode
const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != 0 || view.Mode == ViewMode::Wireframe;
const bool wireframe = (_info.FeaturesFlags & MaterialFeaturesFlags::Wireframe) != MaterialFeaturesFlags::None || view.Mode == ViewMode::Wireframe;
CullMode cullMode = view.Pass == DrawPass::Depth ? CullMode::TwoSided : _info.CullMode;
#if USE_EDITOR
if (IsRunningRadiancePass)
@@ -137,8 +137,8 @@ void DeferredMaterialShader::Unload()
bool DeferredMaterialShader::Load()
{
auto psDesc = GPUPipelineState::Description::Default;
psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == 0;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == 0;
psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
// Check if use tessellation (both material and runtime supports it)
const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
@@ -206,7 +206,7 @@ bool DeferredMaterialShader::Load()
psDesc.HS = nullptr;
psDesc.DS = nullptr;
GPUShaderProgramVS* instancedDepthPassVS;
if ((_info.UsageFlags & (MaterialUsageFlags::UseMask | MaterialUsageFlags::UsePositionOffset)) != 0)
if (EnumHasAnyFlags(_info.UsageFlags, MaterialUsageFlags::UseMask | MaterialUsageFlags::UsePositionOffset))
{
// Materials with masking need full vertex buffer to get texcoord used to sample textures for per pixel masking.
// Materials with world pos offset need full VB to apply offset using texcoord etc.