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// 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 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, Vector4f &normal, Vector4f &position);
void processPointSize(Registers &r);
Vector4f transformBlend(Registers &r, const Register &src, const Pointer<Byte> &matrix, bool homogenous);
Vector4f transform(const Register &src, const Pointer<Byte> &matrix, bool homogenous);
Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenous);
Vector4f normalize(Vector4f &src);
Float4 power(Float4 &src0, Float4 &src1);
};
};
#endif // sw_VertexPipeline_hpp