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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#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:
enum : unsigned char
{
USE_FILTER = 0x01,
COLOR_BUFFER = 0x02,
DEPTH_BUFFER = 0x04,
STENCIL_BUFFER = 0x08,
ALL_BUFFERS = COLOR_BUFFER | DEPTH_BUFFER | STENCIL_BUFFER,
};
explicit Device(sw::Context *context);
virtual ~Device();
void *operator new(size_t size);
void operator delete(void * mem);
void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
void clearDepth(float z);
void clearStencil(unsigned int stencil, unsigned int mask);
void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
void setPixelShader(const sw::PixelShader *shader);
void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setScissorEnable(bool enable);
void setRenderTarget(int index, egl::Image *renderTarget, unsigned int layer);
void setDepthBuffer(egl::Image *depthBuffer, unsigned int layer);
void setStencilBuffer(egl::Image *stencilBuffer, unsigned int layer);
void setScissorRect(const sw::Rect &rect);
void setVertexShader(const sw::VertexShader *shader);
void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setViewport(const Viewport &viewport);
bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRectF *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, unsigned char flags);
bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface);
void finish();
static bool ClipDstRect(sw::RectF &srcRect, sw::Rect &dstRect, sw::Rect &clipRect, bool flipX = false, bool flipY = false);
static bool ClipSrcRect(sw::RectF &srcRect, sw::Rect &dstRect, sw::Rect &clipRect, bool flipX = false, bool flipY = false);
private:
sw::Context *const context;
bool bindResources();
void bindShaderConstants();
bool bindViewport(); // Also adjusts for scissoring
bool validRectangle(const sw::Rect *rect, sw::Surface *surface);
bool validRectangle(const sw::RectF *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;
const sw::PixelShader *pixelShader;
const sw::VertexShader *vertexShader;
bool pixelShaderDirty;
unsigned int pixelShaderConstantsFDirty;
bool vertexShaderDirty;
unsigned int vertexShaderConstantsFDirty;
float pixelShaderConstantF[sw::FRAGMENT_UNIFORM_VECTORS][4];
float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
egl::Image *renderTarget[sw::RENDERTARGETS];
egl::Image *depthBuffer;
egl::Image *stencilBuffer;
};
}
#endif // gl_Device_hpp