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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 es1
{
class Texture;
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);
void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
void setScissorEnable(bool enable);
void setRenderTarget(int index, egl::Image *renderTarget);
void setDepthBuffer(egl::Image *depthBuffer);
void setStencilBuffer(egl::Image *stencilBuffer);
void setScissorRect(const sw::Rect &rect);
void setViewport(const Viewport &viewport);
bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
void finish();
private:
sw::Context *const context;
bool bindResources();
bool bindViewport(); // Also adjusts for scissoring
bool validRectangle(const sw::Rect *rect, sw::Surface *surface);
Viewport viewport;
sw::Rect scissorRect;
bool scissorEnable;
egl::Image *renderTarget;
egl::Image *depthBuffer;
egl::Image *stencilBuffer;
};
}
#endif // gl_Device_hpp