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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