// SwiftShader Software Renderer | |
// | |
// Copyright(c) 2005-2012 TransGaming Inc. | |
// | |
// All rights reserved. No part of this software may be copied, distributed, transmitted, | |
// transcribed, stored in a retrieval system, translated into any human or computer | |
// language by any means, or disclosed to third parties without the explicit written | |
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
// or implied, including but not limited to any patent rights, are granted to you. | |
// | |
#ifndef sw_VertexPipeline_hpp | |
#define sw_VertexPipeline_hpp | |
#include "VertexRoutine.hpp" | |
#include "Context.hpp" | |
#include "VertexProcessor.hpp" | |
namespace sw | |
{ | |
class VertexPipeline : public VertexRoutine | |
{ | |
public: | |
VertexPipeline(const VertexProcessor::State &state); | |
virtual ~VertexPipeline(); | |
private: | |
void pipeline(Registers &r); | |
void processTextureCoordinate(Registers &r, int stage, Vector4f &normal, Vector4f &position); | |
void processPointSize(Registers &r); | |
Vector4f transformBlend(Registers &r, Register &src, Pointer<Byte> &matrix, bool homogenous); | |
Vector4f transform(Register &src, Pointer<Byte> &matrix, bool homogenous); | |
Vector4f transform(Register &src, Pointer<Byte> &matrix, UInt index[4], bool homogenous); | |
Vector4f normalize(Vector4f &src); | |
Float4 power(Float4 &src0, Float4 &src1); | |
}; | |
}; | |
#endif // sw_VertexPipeline_hpp |