// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // 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. #ifndef gl_Device_hpp #define gl_Device_hpp #include "Renderer/Renderer.hpp" namespace egl { class Image; } namespace es2 { class Texture; struct Viewport { int x0; int y0; unsigned int width; unsigned int height; float minZ; float maxZ; }; class Device : public sw::Renderer { public: enum : unsigned char { USE_FILTER = 0x01, COLOR_BUFFER = 0x02, DEPTH_BUFFER = 0x04, STENCIL_BUFFER = 0x08, ALL_BUFFERS = COLOR_BUFFER | DEPTH_BUFFER | STENCIL_BUFFER, }; explicit Device(sw::Context *context); virtual ~Device(); void *operator new(size_t size); void operator delete(void * mem); void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask); void clearDepth(float z); void clearStencil(unsigned int stencil, unsigned int mask); void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount); void drawPrimitive(sw::DrawType type, unsigned int primiveCount); void setPixelShader(const sw::PixelShader *shader); void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); void setScissorEnable(bool enable); void setRenderTarget(int index, egl::Image *renderTarget, unsigned int layer); void setDepthBuffer(egl::Image *depthBuffer, unsigned int layer); void setStencilBuffer(egl::Image *stencilBuffer, unsigned int layer); void setScissorRect(const sw::Rect &rect); void setVertexShader(const sw::VertexShader *shader); void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count); void setViewport(const Viewport &viewport); bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRectF *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, unsigned char flags); bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface); void finish(); static bool ClipDstRect(sw::RectF &srcRect, sw::Rect &dstRect, sw::Rect &clipRect, bool flipX = false, bool flipY = false); static bool ClipSrcRect(sw::RectF &srcRect, sw::Rect &dstRect, sw::Rect &clipRect, bool flipX = false, bool flipY = false); private: sw::Context *const context; bool bindResources(); void bindShaderConstants(); bool bindViewport(); // Also adjusts for scissoring bool validRectangle(const sw::Rect *rect, sw::Surface *surface); bool validRectangle(const sw::RectF *rect, sw::Surface *surface); 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); Viewport viewport; sw::Rect scissorRect; bool scissorEnable; const sw::PixelShader *pixelShader; const sw::VertexShader *vertexShader; bool pixelShaderDirty; unsigned int pixelShaderConstantsFDirty; bool vertexShaderDirty; unsigned int vertexShaderConstantsFDirty; float pixelShaderConstantF[sw::FRAGMENT_UNIFORM_VECTORS][4]; float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4]; egl::Image *renderTarget[sw::RENDERTARGETS]; egl::Image *depthBuffer; egl::Image *stencilBuffer; }; } #endif // gl_Device_hpp