Device.h 5.9 KB

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  1. /*
  2. * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
  3. * Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
  4. *
  5. * SPDX-License-Identifier: BSD-2-Clause
  6. */
  7. #pragma once
  8. #include <AK/Array.h>
  9. #include <AK/NonnullRefPtr.h>
  10. #include <AK/RefPtr.h>
  11. #include <AK/Vector.h>
  12. #include <LibGPU/Device.h>
  13. #include <LibGPU/DeviceInfo.h>
  14. #include <LibGPU/Enums.h>
  15. #include <LibGPU/Image.h>
  16. #include <LibGPU/ImageFormat.h>
  17. #include <LibGPU/Light.h>
  18. #include <LibGPU/LightModelParameters.h>
  19. #include <LibGPU/Material.h>
  20. #include <LibGPU/RasterPosition.h>
  21. #include <LibGPU/RasterizerOptions.h>
  22. #include <LibGPU/SamplerConfig.h>
  23. #include <LibGPU/StencilConfiguration.h>
  24. #include <LibGPU/TextureUnitConfiguration.h>
  25. #include <LibGPU/Vertex.h>
  26. #include <LibGfx/Bitmap.h>
  27. #include <LibGfx/Matrix3x3.h>
  28. #include <LibGfx/Matrix4x4.h>
  29. #include <LibGfx/Rect.h>
  30. #include <LibGfx/Vector4.h>
  31. #include <LibSoftGPU/Buffer/FrameBuffer.h>
  32. #include <LibSoftGPU/Buffer/Typed2DBuffer.h>
  33. #include <LibSoftGPU/Clipper.h>
  34. #include <LibSoftGPU/Config.h>
  35. #include <LibSoftGPU/Sampler.h>
  36. #include <LibSoftGPU/Shader.h>
  37. #include <LibSoftGPU/ShaderProcessor.h>
  38. #include <LibSoftGPU/Triangle.h>
  39. namespace SoftGPU {
  40. struct PixelQuad;
  41. class Device final : public GPU::Device {
  42. public:
  43. Device(Gfx::IntSize min_size);
  44. virtual GPU::DeviceInfo info() const override;
  45. virtual void draw_primitives(GPU::PrimitiveType, Vector<GPU::Vertex>& vertices) override;
  46. virtual void resize(Gfx::IntSize min_size) override;
  47. virtual void clear_color(FloatVector4 const&) override;
  48. virtual void clear_depth(GPU::DepthType) override;
  49. virtual void clear_stencil(GPU::StencilType) override;
  50. virtual void blit_from_color_buffer(Gfx::Bitmap& target) override;
  51. virtual void blit_from_color_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
  52. virtual void blit_from_color_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
  53. virtual void blit_from_depth_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
  54. virtual void blit_from_depth_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
  55. virtual void blit_to_color_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
  56. virtual void blit_to_depth_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
  57. virtual void set_options(GPU::RasterizerOptions const&) override;
  58. virtual void set_light_model_params(GPU::LightModelParameters const&) override;
  59. virtual GPU::RasterizerOptions options() const override { return m_options; }
  60. virtual GPU::LightModelParameters light_model() const override { return m_lighting_model; }
  61. virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) override;
  62. virtual ErrorOr<NonnullRefPtr<GPU::Shader>> create_shader(GPU::IR::Shader const&) override;
  63. virtual void set_model_view_transform(FloatMatrix4x4 const&) override;
  64. virtual void set_projection_transform(FloatMatrix4x4 const&) override;
  65. virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
  66. virtual void set_light_state(unsigned, GPU::Light const&) override;
  67. virtual void set_material_state(GPU::Face, GPU::Material const&) override;
  68. virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
  69. virtual void set_texture_unit_configuration(GPU::TextureUnitIndex, GPU::TextureUnitConfiguration const&) override;
  70. virtual void set_clip_planes(Vector<FloatVector4> const&) override;
  71. virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
  72. virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
  73. virtual void set_raster_position(FloatVector4 const& position) override;
  74. virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
  75. private:
  76. void calculate_vertex_lighting(GPU::Vertex& vertex) const;
  77. void draw_statistics_overlay(Gfx::Bitmap&);
  78. Gfx::IntRect get_rasterization_rect_of_size(Gfx::IntSize size) const;
  79. GPU::ImageDataLayout color_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset);
  80. GPU::ImageDataLayout depth_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset);
  81. template<typename CB1, typename CB2, typename CB3>
  82. void rasterize(Gfx::IntRect& render_bounds, CB1 set_coverage_mask, CB2 set_quad_depth, CB3 set_quad_attributes);
  83. void rasterize_line_aliased(GPU::Vertex&, GPU::Vertex&);
  84. void rasterize_line_antialiased(GPU::Vertex&, GPU::Vertex&);
  85. void rasterize_line(GPU::Vertex&, GPU::Vertex&);
  86. void rasterize_point_aliased(GPU::Vertex&);
  87. void rasterize_point_antialiased(GPU::Vertex&);
  88. void rasterize_point(GPU::Vertex&);
  89. void rasterize_triangle(Triangle&);
  90. void shade_fragments(PixelQuad&);
  91. RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
  92. GPU::RasterizerOptions m_options;
  93. FloatMatrix4x4 m_model_view_transform;
  94. FloatMatrix3x3 m_normal_transform;
  95. FloatMatrix4x4 m_projection_transform;
  96. GPU::LightModelParameters m_lighting_model;
  97. Clipper m_clipper;
  98. Vector<Triangle> m_triangle_list;
  99. Vector<Triangle> m_processed_triangles;
  100. Vector<GPU::Vertex> m_clipped_vertices;
  101. float m_one_over_fog_depth;
  102. Array<Sampler, GPU::NUM_TEXTURE_UNITS> m_samplers;
  103. bool m_samplers_need_texture_staging { false };
  104. Array<GPU::Light, NUM_LIGHTS> m_lights;
  105. Array<GPU::Material, 2u> m_materials;
  106. GPU::RasterPosition m_raster_position;
  107. Vector<FloatVector4> m_clip_planes;
  108. Array<GPU::StencilConfiguration, 2u> m_stencil_configuration;
  109. Array<GPU::TextureUnitConfiguration, GPU::NUM_TEXTURE_UNITS> m_texture_unit_configuration;
  110. RefPtr<Shader> m_current_fragment_shader;
  111. ShaderProcessor m_shader_processor;
  112. };
  113. }