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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 gl_Device_hpp
16 #define gl_Device_hpp
17 
18 #include "Renderer/Renderer.hpp"
19 
20 namespace gl
21 {
22 	class Image;
23 	class Texture;
24 
25 	enum PrimitiveType
26 	{
27 		DRAW_POINTLIST,
28 		DRAW_LINELIST,
29 		DRAW_LINESTRIP,
30 		DRAW_LINELOOP,
31 		DRAW_TRIANGLELIST,
32 		DRAW_TRIANGLESTRIP,
33 		DRAW_TRIANGLEFAN,
34 		DRAW_QUADLIST
35 	};
36 
37 	struct Viewport
38 	{
39 		int x0;
40 		int y0;
41 		unsigned int width;
42 		unsigned int height;
43 		float minZ;
44 		float maxZ;
45 	};
46 
47 	class Device : public sw::Renderer
48 	{
49 	public:
50 		explicit Device(sw::Context *context);
51 
52 		virtual ~Device();
53 
54 		virtual void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
55 		virtual void clearDepth(float z);
56 		virtual void clearStencil(unsigned int stencil, unsigned int mask);
57 		virtual Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
58 		virtual Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
59 		virtual void drawIndexedPrimitive(PrimitiveType type, unsigned int indexOffset, unsigned int primitiveCount, int indexSize);
60 		virtual void drawPrimitive(PrimitiveType primitiveType, unsigned int primiveCount);
61 		virtual void setDepthStencilSurface(Image *newDepthStencil);
62 		virtual void setPixelShader(sw::PixelShader *shader);
63 		virtual void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
64 		virtual void setScissorEnable(bool enable);
65 		virtual void setRenderTarget(int index, Image *renderTarget);
66 		virtual void setScissorRect(const sw::Rect &rect);
67 		virtual void setVertexShader(sw::VertexShader *shader);
68 		virtual void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
69 		virtual void setViewport(const Viewport &viewport);
70 
71 		virtual bool stretchRect(Image *sourceSurface, const sw::SliceRect *sourceRect, Image *destSurface, const sw::SliceRect *destRect, bool filter);
72 		virtual void finish();
73 
74 	private:
75 		sw::Context *const context;
76 
77 		bool bindResources();
78 		void bindShaderConstants();
79 		bool bindViewport();   // Also adjusts for scissoring
80 
81 		bool validRectangle(const sw::Rect *rect, Image *surface);
82 
83 		Viewport viewport;
84 		sw::Rect scissorRect;
85 		bool scissorEnable;
86 
87 		sw::PixelShader *pixelShader;
88 		sw::VertexShader *vertexShader;
89 
90 		bool pixelShaderDirty;
91 		unsigned int pixelShaderConstantsFDirty;
92 		bool vertexShaderDirty;
93 		unsigned int vertexShaderConstantsFDirty;
94 
95 		float pixelShaderConstantF[sw::FRAGMENT_UNIFORM_VECTORS][4];
96 		float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
97 
98 		Image *renderTarget;
99 		Image *depthStencil;
100 	};
101 }
102 
103 #endif   // gl_Device_hpp
104