#ifndef _RRRENDERER_HPP #define _RRRENDERER_HPP /*------------------------------------------------------------------------- * drawElements Quality Program Reference Renderer * ----------------------------------------------- * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief Reference renderer interface. *//*--------------------------------------------------------------------*/ #include "rrDefs.hpp" #include "rrShaders.hpp" #include "rrRenderState.hpp" #include "rrPrimitiveTypes.hpp" #include "rrMultisamplePixelBufferAccess.hpp" #include "tcuTexture.hpp" namespace rr { class RenderTarget { public: enum { MAX_COLOR_BUFFERS = 4 }; RenderTarget (const MultisamplePixelBufferAccess& colorMultisampleBuffer, const MultisamplePixelBufferAccess& depthMultisampleBuffer = MultisamplePixelBufferAccess(), const MultisamplePixelBufferAccess& stencilMultisampleBuffer = MultisamplePixelBufferAccess()); int getNumSamples (void) const; const MultisamplePixelBufferAccess& getColorBuffer (int ndx) const { DE_ASSERT(de::inRange(ndx, 0, m_numColorBuffers)); return m_colorBuffers[ndx]; } int getNumColorBuffers (void) const { return m_numColorBuffers; } const MultisamplePixelBufferAccess& getStencilBuffer (void) const { return m_stencilBuffer; } const MultisamplePixelBufferAccess& getDepthBuffer (void) const { return m_depthBuffer; } private: MultisamplePixelBufferAccess m_colorBuffers[MAX_COLOR_BUFFERS]; const int m_numColorBuffers; const MultisamplePixelBufferAccess m_depthBuffer; const MultisamplePixelBufferAccess m_stencilBuffer; } DE_WARN_UNUSED_TYPE; struct Program { Program (const VertexShader* vertexShader_, const FragmentShader* fragmentShader_, const GeometryShader* geometryShader_ = DE_NULL) : vertexShader (vertexShader_) , fragmentShader (fragmentShader_) , geometryShader (geometryShader_) { } const VertexShader* vertexShader; const FragmentShader* fragmentShader; const GeometryShader* geometryShader; } DE_WARN_UNUSED_TYPE; struct DrawIndices { DrawIndices (const deUint32*, int baseVertex = 0); DrawIndices (const deUint16*, int baseVertex = 0); DrawIndices (const deUint8*, int baseVertex = 0); DrawIndices (const void* ptr, IndexType type, int baseVertex = 0); const void* const indices; const IndexType indexType; const int baseVertex; } DE_WARN_UNUSED_TYPE; class PrimitiveList { public: PrimitiveList (PrimitiveType primitiveType, int numElements, const int firstElement); // !< primitive list for drawArrays-like call PrimitiveList (PrimitiveType primitiveType, int numElements, const DrawIndices& indices); // !< primitive list for drawElements-like call size_t getIndex (size_t elementNdx) const; bool isRestartIndex (size_t elementNdx, deUint32 restartIndex) const; inline size_t getNumElements (void) const { return m_numElements; } inline PrimitiveType getPrimitiveType (void) const { return m_primitiveType; } inline IndexType getIndexType (void) const { return m_indexType; } private: const PrimitiveType m_primitiveType; const size_t m_numElements; const void* const m_indices; // !< if indices is NULL, indices is interpreted as [first (== baseVertex) + 0, first + 1, first + 2, ...] const IndexType m_indexType; const int m_baseVertex; }; class DrawCommand { public: DrawCommand (const RenderState& state_, const RenderTarget& renderTarget_, const Program& program_, int numVertexAttribs_, const VertexAttrib* vertexAttribs_, const PrimitiveList& primitives_) : state (state_) , renderTarget (renderTarget_) , program (program_) , numVertexAttribs (numVertexAttribs_) , vertexAttribs (vertexAttribs_) , primitives (primitives_) { } const RenderState& state; const RenderTarget& renderTarget; const Program& program; const int numVertexAttribs; const VertexAttrib* const vertexAttribs; const PrimitiveList& primitives; } DE_WARN_UNUSED_TYPE; class Renderer { public: Renderer (void); ~Renderer (void); void draw (const DrawCommand& command) const; void drawInstanced (const DrawCommand& command, int numInstances) const; } DE_WARN_UNUSED_TYPE; } // rr #endif // _RRRENDERER_HPP