1 // 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 sw_VertexPipeline_hpp 16 #define sw_VertexPipeline_hpp 17 18 #include "VertexRoutine.hpp" 19 20 #include "Renderer/Context.hpp" 21 #include "Renderer/VertexProcessor.hpp" 22 23 namespace sw 24 { 25 class VertexPipeline : public VertexRoutine 26 { 27 public: 28 VertexPipeline(const VertexProcessor::State &state); 29 30 virtual ~VertexPipeline(); 31 32 private: 33 void pipeline(UInt &index) override; 34 void processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position); 35 void processPointSize(); 36 37 Vector4f transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogenous); 38 Vector4f transform(const Register &src, const Pointer<Byte> &matrix, bool homogenous); 39 Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenous); 40 Vector4f normalize(Vector4f &src); 41 Float4 power(Float4 &src0, Float4 &src1); 42 }; 43 } 44 45 #endif // sw_VertexPipeline_hpp 46