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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 gl
{
class Image;
class Texture;
enum PrimitiveType
{
DRAW_POINTLIST,
DRAW_LINELIST,
DRAW_LINESTRIP,
DRAW_LINELOOP,
DRAW_TRIANGLELIST,
DRAW_TRIANGLESTRIP,
DRAW_TRIANGLEFAN,
DRAW_QUADLIST
};
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();
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);
Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
void drawIndexedPrimitive(PrimitiveType type, unsigned int indexOffset, unsigned int primitiveCount, int indexSize);
void drawPrimitive(PrimitiveType primitiveType, unsigned int primiveCount);
void setDepthStencilSurface(Image *newDepthStencil);
void setPixelShader(sw::PixelShader *shader);
void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setScissorEnable(bool enable);
void setRenderTarget(int index, Image *renderTarget);
void setScissorRect(const sw::Rect &rect);
void setVertexShader(sw::VertexShader *shader);
void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setViewport(const Viewport &viewport);
virtual bool stretchRect(Image *sourceSurface, const sw::SliceRect *sourceRect, Image *destSurface, const sw::SliceRect *destRect, bool filter);
virtual void finish();
private:
sw::Context *const context;
bool bindResources();
void bindShaderConstants();
bool bindViewport(); // Also adjusts for scissoring
bool validRectangle(const sw::Rect *rect, Image *surface);
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[sw::FRAGMENT_UNIFORM_VECTORS][4];
float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
Image *renderTarget;
Image *depthStencil;
};
}
#endif // gl_Device_hpp