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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 sw_VertexPipeline_hpp
#define sw_VertexPipeline_hpp
#include "VertexRoutine.hpp"
#include "Renderer/Context.hpp"
#include "Renderer/VertexProcessor.hpp"
namespace sw
{
class VertexPipeline : public VertexRoutine
{
public:
VertexPipeline(const VertexProcessor::State &state);
virtual ~VertexPipeline();
private:
void pipeline(UInt &index) override;
void processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position);
void processPointSize();
Vector4f transformBlend(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