| // SwiftShader Software Renderer |
| // |
| // Copyright(c) 2005-2011 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, Color4f &normal, Color4f &position); |
| void processPointSize(Registers &r); |
| |
| Color4f transformBlend(Registers &r, Color4f &src, Pointer<Byte> &matrix, bool homogenous); |
| Color4f transform(Color4f &src, Pointer<Byte> &matrix, bool homogenous); |
| Color4f transform(Color4f &src, Pointer<Byte> &matrix, UInt index[4], bool homogenous); |
| Color4f normalize(Color4f &src); |
| Float4 power(Float4 &src0, Float4 &src1); |
| }; |
| }; |
| |
| #endif // sw_VertexPipeline_hpp |