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Nicolas Capens0bac2852016-05-07 06:09:58 -04001// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15#ifndef gl_Device_hpp
16#define gl_Device_hpp
17
18#include "Renderer/Renderer.hpp"
19
20namespace egl
21{
22 class Image;
23}
24
25namespace es2
26{
27 class Texture;
28
29 struct Viewport
30 {
31 int x0;
32 int y0;
33 unsigned int width;
34 unsigned int height;
35 float minZ;
36 float maxZ;
37 };
38
39 class Device : public sw::Renderer
40 {
41 public:
42 explicit Device(sw::Context *context);
43
44 virtual ~Device();
45
Alexis Hetu81519cf2016-09-08 13:59:50 -040046 void *operator new(size_t size);
47 void operator delete(void * mem);
48
Alexis Hetuc634fb62016-06-02 10:53:13 -040049 void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
50 void clearDepth(float z);
51 void clearStencil(unsigned int stencil, unsigned int mask);
52 egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
53 egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
54 void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
55 void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
56 void setPixelShader(sw::PixelShader *shader);
57 void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
58 void setScissorEnable(bool enable);
59 void setRenderTarget(int index, egl::Image *renderTarget);
60 void setDepthBuffer(egl::Image *depthBuffer);
61 void setStencilBuffer(egl::Image *stencilBuffer);
62 void setScissorRect(const sw::Rect &rect);
63 void setVertexShader(sw::VertexShader *shader);
64 void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
65 void setViewport(const Viewport &viewport);
Nicolas Capens0bac2852016-05-07 06:09:58 -040066
Alexis Hetuc634fb62016-06-02 10:53:13 -040067 bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
68 bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface);
69 void finish();
Nicolas Capens0bac2852016-05-07 06:09:58 -040070
71 private:
72 sw::Context *const context;
73
74 bool bindResources();
75 void bindShaderConstants();
76 bool bindViewport(); // Also adjusts for scissoring
77
78 bool validRectangle(const sw::Rect *rect, sw::Surface *surface);
79
80 void copyBuffer(sw::byte *sourceBuffer, sw::byte *destBuffer, unsigned int width, unsigned int height, unsigned int sourcePitch, unsigned int destPitch, unsigned int bytes, bool flipX, bool flipY);
81
82 Viewport viewport;
83 sw::Rect scissorRect;
84 bool scissorEnable;
85
86 sw::PixelShader *pixelShader;
87 sw::VertexShader *vertexShader;
88
89 bool pixelShaderDirty;
90 unsigned int pixelShaderConstantsFDirty;
91 bool vertexShaderDirty;
92 unsigned int vertexShaderConstantsFDirty;
93
94 float pixelShaderConstantF[sw::FRAGMENT_UNIFORM_VECTORS][4];
95 float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
96
97 egl::Image *renderTarget[sw::RENDERTARGETS];
98 egl::Image *depthBuffer;
99 egl::Image *stencilBuffer;
100 };
101}
102
103#endif // gl_Device_hpp