| // 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 gl_Device_hpp | |
| #define gl_Device_hpp | |
| #include "Renderer/Renderer.hpp" | |
| namespace egl | |
| { | |
| class Image; | |
| } | |
| namespace es2 | |
| { | |
| class Texture; | |
| struct Viewport | |
| { | |
| int x0; | |
| int y0; | |
| unsigned int width; | |
| unsigned int height; | |
| float minZ; | |
| float maxZ; | |
| }; | |
| class Device : public sw::Renderer | |
| { | |
| public: | |
| explicit Device(sw::Context *context); | |
| virtual ~Device(); | |
| virtual void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask); | |
| virtual void clearDepth(float z); | |
| virtual void clearStencil(unsigned int stencil, unsigned int mask); | |
| virtual egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard); | |
| virtual egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable); | |
| virtual void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount); | |
| virtual void drawPrimitive(sw::DrawType type, unsigned int primiveCount); | |
| virtual void setPixelShader(sw::PixelShader *shader); | |
| virtual void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); | |
| virtual void setScissorEnable(bool enable); | |
| virtual void setRenderTarget(int index, egl::Image *renderTarget); | |
| virtual void setDepthBuffer(egl::Image *depthBuffer); | |
| virtual void setStencilBuffer(egl::Image *stencilBuffer); | |
| virtual void setScissorRect(const sw::Rect &rect); | |
| virtual void setVertexShader(sw::VertexShader *shader); | |
| virtual void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); | |
| virtual void setViewport(const Viewport &viewport); | |
| virtual bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter); | |
| virtual bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface); | |
| virtual void finish(); | |
| private: | |
| sw::Context *const context; | |
| bool bindResources(); | |
| void bindShaderConstants(); | |
| bool bindViewport(); // Also adjusts for scissoring | |
| bool validRectangle(const sw::Rect *rect, sw::Surface *surface); | |
| void copyBuffer(sw::byte *sourceBuffer, sw::byte *destBuffer, unsigned int width, unsigned int height, unsigned int sourcePitch, unsigned int destPitch, unsigned int bytes, bool flipX, bool flipY); | |
| Viewport viewport; | |
| sw::Rect scissorRect; | |
| bool scissorEnable; | |
| sw::PixelShader *pixelShader; | |
| sw::VertexShader *vertexShader; | |
| bool pixelShaderDirty; | |
| unsigned int pixelShaderConstantsFDirty; | |
| bool vertexShaderDirty; | |
| unsigned int vertexShaderConstantsFDirty; | |
| float pixelShaderConstantF[FRAGMENT_UNIFORM_VECTORS][4]; | |
| float vertexShaderConstantF[VERTEX_UNIFORM_VECTORS][4]; | |
| egl::Image *renderTarget[RENDERTARGETS]; | |
| egl::Image *depthBuffer; | |
| egl::Image *stencilBuffer; | |
| }; | |
| } | |
| #endif // gl_Device_hpp |