| // 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 |