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 es1
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 setScissorEnable(bool enable);
54 		virtual void setRenderTarget(int index, egl::Image *renderTarget);
55 		virtual void setDepthBuffer(egl::Image *depthBuffer);
56 		virtual void setStencilBuffer(egl::Image *stencilBuffer);
57 		virtual void setScissorRect(const sw::Rect &rect);
58 		virtual void setViewport(const Viewport &viewport);
59 
60 		virtual bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
61 		virtual void finish();
62 
63 	private:
64 		sw::Context *const context;
65 
66 		bool bindResources();
67 		bool bindViewport();   // Also adjusts for scissoring
68 
69 		bool validRectangle(const sw::Rect *rect, sw::Surface *surface);
70 
71 		Viewport viewport;
72 		sw::Rect scissorRect;
73 		bool scissorEnable;
74 
75 		egl::Image *renderTarget;
76 		egl::Image *depthBuffer;
77 		egl::Image *stencilBuffer;
78 	};
79 }
80 
81 #endif   // gl_Device_hpp
82