| // 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 |