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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 		enum : unsigned char
43 		{
44 			USE_FILTER = 0x01,
45 			COLOR_BUFFER = 0x02,
46 			DEPTH_BUFFER = 0x04,
47 			STENCIL_BUFFER = 0x08,
48 			ALL_BUFFERS = COLOR_BUFFER | DEPTH_BUFFER | STENCIL_BUFFER,
49 		};
50 
51 		explicit Device(sw::Context *context);
52 
53 		virtual ~Device();
54 
55 		void *operator new(size_t size);
56 		void operator delete(void * mem);
57 
58 		void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
59 		void clearDepth(float z);
60 		void clearStencil(unsigned int stencil, unsigned int mask);
61 		egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
62 		egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
63 		void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
64 		void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
65 		void setPixelShader(const sw::PixelShader *shader);
66 		void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
67 		void setScissorEnable(bool enable);
68 		void setRenderTarget(int index, egl::Image *renderTarget);
69 		void setDepthBuffer(egl::Image *depthBuffer);
70 		void setStencilBuffer(egl::Image *stencilBuffer);
71 		void setScissorRect(const sw::Rect &rect);
72 		void setVertexShader(const sw::VertexShader *shader);
73 		void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
74 		void setViewport(const Viewport &viewport);
75 
76 		bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, unsigned char flags);
77 		bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface);
78 		void finish();
79 
80 	private:
81 		sw::Context *const context;
82 
83 		bool bindResources();
84 		void bindShaderConstants();
85 		bool bindViewport();   // Also adjusts for scissoring
86 
87 		bool validRectangle(const sw::Rect *rect, sw::Surface *surface);
88 
89 		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);
90 
91 		Viewport viewport;
92 		sw::Rect scissorRect;
93 		bool scissorEnable;
94 
95 		const sw::PixelShader *pixelShader;
96 		const sw::VertexShader *vertexShader;
97 
98 		bool pixelShaderDirty;
99 		unsigned int pixelShaderConstantsFDirty;
100 		bool vertexShaderDirty;
101 		unsigned int vertexShaderConstantsFDirty;
102 
103 		float pixelShaderConstantF[sw::FRAGMENT_UNIFORM_VECTORS][4];
104 		float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
105 
106 		egl::Image *renderTarget[sw::RENDERTARGETS];
107 		egl::Image *depthBuffer;
108 		egl::Image *stencilBuffer;
109 	};
110 }
111 
112 #endif   // gl_Device_hpp
113