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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 egl
21 {
22 	class Image;
23 }
24 
25 namespace 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 
46 		virtual void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
47 		virtual void clearDepth(float z);
48 		virtual void clearStencil(unsigned int stencil, unsigned int mask);
49 		virtual egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
50 		virtual egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
51 		virtual void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
52 		virtual void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
53 		virtual void setPixelShader(sw::PixelShader *shader);
54 		virtual void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
55 		virtual void setScissorEnable(bool enable);
56 		virtual void setRenderTarget(int index, egl::Image *renderTarget);
57 		virtual void setDepthBuffer(egl::Image *depthBuffer);
58 		virtual void setStencilBuffer(egl::Image *stencilBuffer);
59 		virtual void setScissorRect(const sw::Rect &rect);
60 		virtual void setVertexShader(sw::VertexShader *shader);
61 		virtual void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
62 		virtual void setViewport(const Viewport &viewport);
63 
64 		virtual bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
65 		virtual bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface);
66 		virtual void finish();
67 
68 	private:
69 		sw::Context *const context;
70 
71 		bool bindResources();
72 		void bindShaderConstants();
73 		bool bindViewport();   // Also adjusts for scissoring
74 
75 		bool validRectangle(const sw::Rect *rect, sw::Surface *surface);
76 
77 		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);
78 
79 		Viewport viewport;
80 		sw::Rect scissorRect;
81 		bool scissorEnable;
82 
83 		sw::PixelShader *pixelShader;
84 		sw::VertexShader *vertexShader;
85 
86 		bool pixelShaderDirty;
87 		unsigned int pixelShaderConstantsFDirty;
88 		bool vertexShaderDirty;
89 		unsigned int vertexShaderConstantsFDirty;
90 
91 		float pixelShaderConstantF[sw::FRAGMENT_UNIFORM_VECTORS][4];
92 		float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
93 
94 		egl::Image *renderTarget[sw::RENDERTARGETS];
95 		egl::Image *depthBuffer;
96 		egl::Image *stencilBuffer;
97 	};
98 }
99 
100 #endif   // gl_Device_hpp
101