LibGL+LibGPU+LibSoftGPU: Add virtual base class for devices

This adds a virtual base class for GPU devices located in LibGPU.
The OpenGL context now only talks to this device agnostic interface.

Currently the device interface is simply a copy of the existing SoftGPU
interface to get things going :^)
This commit is contained in:
Stephan Unverwerth 2022-03-27 16:49:15 +02:00 committed by Andreas Kling
parent 4a99875582
commit 211d24a218
Notes: sideshowbarker 2024-07-17 14:22:44 +09:00
4 changed files with 165 additions and 97 deletions

View file

@ -62,10 +62,10 @@ static constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
}
GLContext::GLContext(Gfx::Bitmap& frontbuffer)
: m_viewport(frontbuffer.rect())
, m_frontbuffer(frontbuffer)
, m_rasterizer(frontbuffer.size())
, m_device_info(m_rasterizer.info())
: m_viewport { frontbuffer.rect() }
, m_frontbuffer { frontbuffer }
, m_rasterizer { make<SoftGPU::Device>(frontbuffer.size()) }
, m_device_info { m_rasterizer->info() }
{
m_texture_units.resize(m_device_info.num_texture_units);
m_active_texture_unit = &m_texture_units[0];
@ -151,7 +151,7 @@ Optional<ContextParameter> GLContext::get_context_parameter(GLenum name)
case GL_DOUBLEBUFFER:
return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = true } };
case GL_FOG: {
auto fog_enabled = m_rasterizer.options().fog_enabled;
auto fog_enabled = m_rasterizer->options().fog_enabled;
return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = fog_enabled } };
}
case GL_GREEN_BITS:
@ -191,7 +191,7 @@ Optional<ContextParameter> GLContext::get_context_parameter(GLenum name)
case GL_RED_BITS:
return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
case GL_SCISSOR_BOX: {
auto scissor_box = m_rasterizer.options().scissor_box;
auto scissor_box = m_rasterizer->options().scissor_box;
return ContextParameter {
.type = GL_INT,
.count = 4,
@ -205,7 +205,7 @@ Optional<ContextParameter> GLContext::get_context_parameter(GLenum name)
};
} break;
case GL_SCISSOR_TEST: {
auto scissor_enabled = m_rasterizer.options().scissor_enabled;
auto scissor_enabled = m_rasterizer->options().scissor_enabled;
return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = scissor_enabled } };
}
case GL_STENCIL_BITS:
@ -280,13 +280,13 @@ void GLContext::gl_clear(GLbitfield mask)
RETURN_WITH_ERROR_IF(mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT), GL_INVALID_ENUM);
if (mask & GL_COLOR_BUFFER_BIT)
m_rasterizer.clear_color(m_clear_color);
m_rasterizer->clear_color(m_clear_color);
if (mask & GL_DEPTH_BUFFER_BIT)
m_rasterizer.clear_depth(m_clear_depth);
m_rasterizer->clear_depth(m_clear_depth);
if (mask & GL_STENCIL_BUFFER_BIT)
m_rasterizer.clear_stencil(m_clear_stencil);
m_rasterizer->clear_stencil(m_clear_stencil);
}
void GLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
@ -379,7 +379,7 @@ void GLContext::gl_end()
VERIFY_NOT_REACHED();
}
m_rasterizer.draw_primitives(primitive_type, m_model_view_matrix, m_projection_matrix, m_texture_matrix, m_vertex_list, enabled_texture_units);
m_rasterizer->draw_primitives(primitive_type, m_model_view_matrix, m_projection_matrix, m_texture_matrix, m_vertex_list, enabled_texture_units);
m_vertex_list.clear_with_capacity();
}
@ -613,9 +613,9 @@ void GLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)
m_viewport = { x, y, width, height };
auto rasterizer_options = m_rasterizer.options();
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.viewport = m_viewport;
m_rasterizer.set_options(rasterizer_options);
m_rasterizer->set_options(rasterizer_options);
}
void GLContext::gl_enable(GLenum capability)
@ -624,7 +624,7 @@ void GLContext::gl_enable(GLenum capability)
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto rasterizer_options = m_rasterizer.options();
auto rasterizer_options = m_rasterizer->options();
bool update_rasterizer_options = false;
switch (capability) {
@ -722,7 +722,7 @@ void GLContext::gl_enable(GLenum capability)
}
if (update_rasterizer_options)
m_rasterizer.set_options(rasterizer_options);
m_rasterizer->set_options(rasterizer_options);
}
void GLContext::gl_disable(GLenum capability)
@ -731,7 +731,7 @@ void GLContext::gl_disable(GLenum capability)
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto rasterizer_options = m_rasterizer.options();
auto rasterizer_options = m_rasterizer->options();
bool update_rasterizer_options = false;
switch (capability) {
@ -829,7 +829,7 @@ void GLContext::gl_disable(GLenum capability)
}
if (update_rasterizer_options)
m_rasterizer.set_options(rasterizer_options);
m_rasterizer->set_options(rasterizer_options);
}
GLboolean GLContext::gl_is_enabled(GLenum capability)
@ -927,7 +927,7 @@ void GLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_forma
// that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized.
// To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time.
// All images that were attached before the device image was created need to be stored somewhere to be used to initialize the device image once complete.
texture_2d->set_device_image(m_rasterizer.create_image(GPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
texture_2d->set_device_image(m_rasterizer->create_image(GPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
m_sampler_config_is_dirty = true;
}
@ -1035,9 +1035,9 @@ void GLContext::gl_front_face(GLenum face)
m_front_face = face;
auto rasterizer_options = m_rasterizer.options();
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.front_face = (face == GL_CW) ? GPU::WindingOrder::Clockwise : GPU::WindingOrder::CounterClockwise;
m_rasterizer.set_options(rasterizer_options);
m_rasterizer->set_options(rasterizer_options);
}
void GLContext::gl_cull_face(GLenum cull_mode)
@ -1048,10 +1048,10 @@ void GLContext::gl_cull_face(GLenum cull_mode)
m_culled_sides = cull_mode;
auto rasterizer_options = m_rasterizer.options();
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.cull_back = cull_mode == GL_BACK || cull_mode == GL_FRONT_AND_BACK;
rasterizer_options.cull_front = cull_mode == GL_FRONT || cull_mode == GL_FRONT_AND_BACK;
m_rasterizer.set_options(rasterizer_options);
m_rasterizer->set_options(rasterizer_options);
}
GLuint GLContext::gl_gen_lists(GLsizei range)
@ -1292,10 +1292,10 @@ void GLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
}
};
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
options.blend_source_factor = map_gl_blend_factor_to_device(m_blend_source_factor);
options.blend_destination_factor = map_gl_blend_factor_to_device(m_blend_destination_factor);
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_shade_model(GLenum mode)
@ -1305,9 +1305,9 @@ void GLContext::gl_shade_model(GLenum mode)
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
options.shade_smooth = (mode == GL_SMOOTH);
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_alpha_func(GLenum func, GLclampf ref)
@ -1320,7 +1320,7 @@ void GLContext::gl_alpha_func(GLenum func, GLclampf ref)
m_alpha_test_func = func;
m_alpha_test_ref_value = ref;
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
switch (func) {
case GL_NEVER:
@ -1352,7 +1352,7 @@ void GLContext::gl_alpha_func(GLenum func, GLclampf ref)
}
options.alpha_test_ref_value = m_alpha_test_ref_value;
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_hint(GLenum target, GLenum mode)
@ -1447,11 +1447,11 @@ void GLContext::gl_draw_buffer(GLenum buffer)
m_current_draw_buffer = buffer;
auto rasterizer_options = m_rasterizer.options();
auto rasterizer_options = m_rasterizer->options();
// FIXME: We only have a single draw buffer in SoftGPU at the moment,
// so we simply disable color writes if GL_NONE is selected
rasterizer_options.enable_color_write = m_current_draw_buffer != GL_NONE;
m_rasterizer.set_options(rasterizer_options);
m_rasterizer->set_options(rasterizer_options);
}
void GLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
@ -1550,7 +1550,7 @@ void GLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height,
// Read from depth buffer
for (GLsizei i = 0; i < height; ++i) {
for (GLsizei j = 0; j < width; ++j) {
float depth = m_rasterizer.get_depthbuffer_value(x + j, y + i);
float depth = m_rasterizer->get_depthbuffer_value(x + j, y + i);
auto char_ptr = reinterpret_cast<char*>(pixels) + i * row_stride + j * component_size;
switch (type) {
@ -1651,7 +1651,7 @@ void GLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height,
else
color = m_frontbuffer->scanline(y + i)[x + j];
} else {
color = m_rasterizer.get_color_buffer_pixel(x + j, y + i);
color = m_rasterizer->get_color_buffer_pixel(x + j, y + i);
}
float red = ((color >> 24) & 0xff) / 255.0f;
@ -1930,9 +1930,9 @@ void GLContext::gl_depth_mask(GLboolean flag)
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
options.enable_depth_write = (flag != GL_FALSE);
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_enable_client_state(GLenum cap)
@ -2249,7 +2249,7 @@ void GLContext::gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLe
for (int x = 0; x < width; ++x)
bitmap->set_pixel(x, y, Color::from_argb(*(pixel_data++)));
m_rasterizer.blit_to_color_buffer_at_raster_position(bitmap);
m_rasterizer->blit_to_color_buffer_at_raster_position(bitmap);
} else if (format == GL_DEPTH_COMPONENT) {
Vector<float> depth_values;
depth_values.ensure_capacity(width * height);
@ -2263,7 +2263,7 @@ void GLContext::gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLe
}
}
m_rasterizer.blit_to_depth_buffer_at_raster_position(depth_values, width, height);
m_rasterizer->blit_to_depth_buffer_at_raster_position(depth_values, width, height);
} else {
VERIFY_NOT_REACHED();
}
@ -2275,10 +2275,10 @@ void GLContext::gl_depth_range(GLdouble min, GLdouble max)
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
options.depth_min = clamp<float>(min, 0.f, 1.f);
options.depth_max = clamp<float>(max, 0.f, 1.f);
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_depth_func(GLenum func)
@ -2297,7 +2297,7 @@ void GLContext::gl_depth_func(GLenum func)
|| func == GL_ALWAYS),
GL_INVALID_ENUM);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
switch (func) {
case GL_NEVER:
@ -2328,7 +2328,7 @@ void GLContext::gl_depth_func(GLenum func)
VERIFY_NOT_REACHED();
}
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
// General helper function to read arbitrary vertex attribute data into a float array
@ -2426,7 +2426,7 @@ void GLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& at
void GLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
auto mask = options.color_mask;
if (!red)
@ -2450,7 +2450,7 @@ void GLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GL
mask |= 0xff000000;
options.color_mask = mask;
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_polygon_mode(GLenum face, GLenum mode)
@ -2459,7 +2459,7 @@ void GLContext::gl_polygon_mode(GLenum face, GLenum mode)
RETURN_WITH_ERROR_IF(!(mode == GL_POINT || mode == GL_LINE || mode == GL_FILL), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
// FIXME: This must support different polygon modes for front- and backside
if (face == GL_BACK) {
@ -2481,7 +2481,7 @@ void GLContext::gl_polygon_mode(GLenum face, GLenum mode)
};
options.polygon_mode = map_mode(mode);
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_polygon_offset(GLfloat factor, GLfloat units)
@ -2489,10 +2489,10 @@ void GLContext::gl_polygon_offset(GLfloat factor, GLfloat units)
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_polygon_offset, factor, units);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto rasterizer_options = m_rasterizer.options();
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.depth_offset_factor = factor;
rasterizer_options.depth_offset_constant = units;
m_rasterizer.set_options(rasterizer_options);
m_rasterizer->set_options(rasterizer_options);
}
void GLContext::gl_fogfv(GLenum pname, GLfloat* params)
@ -2500,7 +2500,7 @@ void GLContext::gl_fogfv(GLenum pname, GLfloat* params)
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogfv, pname, params);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
switch (pname) {
case GL_FOG_COLOR:
@ -2510,7 +2510,7 @@ void GLContext::gl_fogfv(GLenum pname, GLfloat* params)
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_fogf(GLenum pname, GLfloat param)
@ -2519,7 +2519,7 @@ void GLContext::gl_fogf(GLenum pname, GLfloat param)
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(param < 0.0f, GL_INVALID_VALUE);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
switch (pname) {
case GL_FOG_DENSITY:
@ -2535,7 +2535,7 @@ void GLContext::gl_fogf(GLenum pname, GLfloat param)
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_fogi(GLenum pname, GLint param)
@ -2544,7 +2544,7 @@ void GLContext::gl_fogi(GLenum pname, GLint param)
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(param != GL_LINEAR && param != GL_EXP && param != GL_EXP2, GL_INVALID_ENUM);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
switch (pname) {
case GL_FOG_MODE:
@ -2564,7 +2564,7 @@ void GLContext::gl_fogi(GLenum pname, GLint param)
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_pixel_storei(GLenum pname, GLint param)
@ -2594,9 +2594,9 @@ void GLContext::gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height)
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scissor, x, y, width, height);
RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
options.scissor_box = { x, y, width, height };
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask)
@ -2681,7 +2681,7 @@ void GLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_raster_pos, x, y, z, w);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
m_rasterizer.set_raster_position({ x, y, z, w }, m_model_view_matrix, m_projection_matrix);
m_rasterizer->set_raster_position({ x, y, z, w }, m_model_view_matrix, m_projection_matrix);
}
void GLContext::gl_line_width(GLfloat width)
@ -2721,7 +2721,7 @@ void GLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GL
&& pname != GL_LIGHT_MODEL_TWO_SIDE,
GL_INVALID_ENUM);
auto lighting_params = m_rasterizer.light_model();
auto lighting_params = m_rasterizer->light_model();
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
@ -2746,7 +2746,7 @@ void GLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GL
VERIFY_NOT_REACHED();
}
m_rasterizer.set_light_model_params(lighting_params);
m_rasterizer->set_light_model_params(lighting_params);
}
void GLContext::gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap)
@ -2759,9 +2759,9 @@ void GLContext::gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat
dbgln_if(GL_DEBUG, "gl_bitmap({}, {}, {}, {}, {}, {}, {}): unimplemented", width, height, xorig, yorig, xmove, ymove, bitmap);
}
auto raster_position = m_rasterizer.raster_position();
auto raster_position = m_rasterizer->raster_position();
raster_position.window_coordinates += { xmove, ymove, 0.f, 0.f };
m_rasterizer.set_raster_position(raster_position);
m_rasterizer->set_raster_position(raster_position);
}
void GLContext::gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
@ -2885,7 +2885,7 @@ void GLContext::gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* par
void GLContext::present()
{
m_rasterizer.blit_color_buffer_to(*m_frontbuffer);
m_rasterizer->blit_color_buffer_to(*m_frontbuffer);
}
void GLContext::sync_device_config()
@ -2914,7 +2914,7 @@ void GLContext::sync_device_sampler_config()
auto texture_2d = texture_unit.texture_2d_target_texture();
if (texture_2d.is_null()) {
config.bound_image = nullptr;
m_rasterizer.set_sampler_config(i, config);
m_rasterizer->set_sampler_config(i, config);
continue;
}
@ -3016,7 +3016,7 @@ void GLContext::sync_device_sampler_config()
VERIFY_NOT_REACHED();
}
m_rasterizer.set_sampler_config(i, config);
m_rasterizer->set_sampler_config(i, config);
}
}
@ -3027,7 +3027,7 @@ void GLContext::sync_light_state()
m_light_state_is_dirty = false;
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
options.color_material_enabled = m_color_material_enabled;
switch (m_color_material_face) {
case GL_BACK:
@ -3062,15 +3062,15 @@ void GLContext::sync_light_state()
default:
VERIFY_NOT_REACHED();
}
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
for (auto light_id = 0u; light_id < SoftGPU::NUM_LIGHTS; light_id++) {
auto const& current_light_state = m_light_states.at(light_id);
m_rasterizer.set_light_state(light_id, current_light_state);
m_rasterizer->set_light_state(light_id, current_light_state);
}
m_rasterizer.set_material_state(GPU::Face::Front, m_material_states[Face::Front]);
m_rasterizer.set_material_state(GPU::Face::Back, m_material_states[Face::Back]);
m_rasterizer->set_material_state(GPU::Face::Front, m_material_states[Face::Front]);
m_rasterizer->set_material_state(GPU::Face::Back, m_material_states[Face::Back]);
}
void GLContext::sync_device_texcoord_config()
@ -3079,7 +3079,7 @@ void GLContext::sync_device_texcoord_config()
return;
m_texcoord_generation_dirty = false;
auto options = m_rasterizer.options();
auto options = m_rasterizer->options();
for (size_t i = 0; i < m_device_info.num_texture_units; ++i) {
@ -3134,7 +3134,7 @@ void GLContext::sync_device_texcoord_config()
options.texcoord_generation_enabled_coordinates[i] = enabled_coordinates;
}
m_rasterizer.set_options(options);
m_rasterizer->set_options(options);
}
void GLContext::sync_stencil_configuration()
@ -3199,7 +3199,7 @@ void GLContext::sync_stencil_configuration()
device_configuration.on_pass = map_operation(op.op_pass);
device_configuration.write_mask = op.write_mask;
m_rasterizer.set_stencil_configuration(face, device_configuration);
m_rasterizer->set_stencil_configuration(face, device_configuration);
};
set_device_stencil(GPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
set_device_stencil(GPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);

View file

@ -17,6 +17,7 @@
#include <LibGL/Tex/NameAllocator.h>
#include <LibGL/Tex/Texture.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGPU/Device.h>
#include <LibGPU/DeviceInfo.h>
#include <LibGPU/Light.h>
#include <LibGPU/Vertex.h>
@ -24,8 +25,6 @@
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector3.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/Device.h>
namespace GL {
@ -304,7 +303,7 @@ private:
return m_texture_coordinate_generation[texture_unit][capability - GL_TEXTURE_GEN_S];
}
SoftGPU::Device m_rasterizer;
NonnullOwnPtr<GPU::Device> m_rasterizer;
GPU::DeviceInfo const m_device_info;
bool m_sampler_config_is_dirty { true };
bool m_light_state_is_dirty { true };

View file

@ -0,0 +1,68 @@
/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Array.h>
#include <AK/NonnullRefPtr.h>
#include <AK/RefCounted.h>
#include <AK/RefPtr.h>
#include <AK/Vector.h>
#include <LibGPU/DeviceInfo.h>
#include <LibGPU/Enums.h>
#include <LibGPU/Image.h>
#include <LibGPU/ImageFormat.h>
#include <LibGPU/Light.h>
#include <LibGPU/LightModelParameters.h>
#include <LibGPU/Material.h>
#include <LibGPU/RasterPosition.h>
#include <LibGPU/RasterizerOptions.h>
#include <LibGPU/SamplerConfig.h>
#include <LibGPU/StencilConfiguration.h>
#include <LibGPU/TexCoordGenerationConfig.h>
#include <LibGPU/Vertex.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix3x3.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector4.h>
namespace GPU {
class Device {
public:
virtual ~Device() { }
virtual DeviceInfo info() const = 0;
virtual void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units) = 0;
virtual void resize(Gfx::IntSize const& min_size) = 0;
virtual void clear_color(FloatVector4 const&) = 0;
virtual void clear_depth(DepthType) = 0;
virtual void clear_stencil(StencilType) = 0;
virtual void blit_color_buffer_to(Gfx::Bitmap& target) = 0;
virtual void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&) = 0;
virtual void blit_to_depth_buffer_at_raster_position(Vector<DepthType> const&, int, int) = 0;
virtual void set_options(RasterizerOptions const&) = 0;
virtual void set_light_model_params(LightModelParameters const&) = 0;
virtual RasterizerOptions options() const = 0;
virtual LightModelParameters light_model() const = 0;
virtual ColorType get_color_buffer_pixel(int x, int y) = 0;
virtual DepthType get_depthbuffer_value(int x, int y) = 0;
virtual NonnullRefPtr<Image> create_image(ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers) = 0;
virtual void set_sampler_config(unsigned, SamplerConfig const&) = 0;
virtual void set_light_state(unsigned, Light const&) = 0;
virtual void set_material_state(Face, Material const&) = 0;
virtual void set_stencil_configuration(Face, StencilConfiguration const&) = 0;
virtual RasterPosition raster_position() const = 0;
virtual void set_raster_position(RasterPosition const& raster_position) = 0;
virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) = 0;
};
}

View file

@ -11,6 +11,7 @@
#include <AK/NonnullRefPtr.h>
#include <AK/RefPtr.h>
#include <AK/Vector.h>
#include <LibGPU/Device.h>
#include <LibGPU/DeviceInfo.h>
#include <LibGPU/Enums.h>
#include <LibGPU/Image.h>
@ -41,37 +42,37 @@ namespace SoftGPU {
struct PixelQuad;
class Device final {
class Device final : public GPU::Device {
public:
Device(Gfx::IntSize const& min_size);
GPU::DeviceInfo info() const;
virtual GPU::DeviceInfo info() const override;
void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<GPU::Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
void resize(Gfx::IntSize const& min_size);
void clear_color(FloatVector4 const&);
void clear_depth(GPU::DepthType);
void clear_stencil(GPU::StencilType);
void blit_color_buffer_to(Gfx::Bitmap& target);
void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&);
void blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const&, int, int);
void set_options(GPU::RasterizerOptions const&);
void set_light_model_params(GPU::LightModelParameters const&);
GPU::RasterizerOptions options() const { return m_options; }
GPU::LightModelParameters light_model() const { return m_lighting_model; }
GPU::ColorType get_color_buffer_pixel(int x, int y);
GPU::DepthType get_depthbuffer_value(int x, int y);
virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<GPU::Vertex> const& vertices, Vector<size_t> const& enabled_texture_units) override;
virtual void resize(Gfx::IntSize const& min_size) override;
virtual void clear_color(FloatVector4 const&) override;
virtual void clear_depth(GPU::DepthType) override;
virtual void clear_stencil(GPU::StencilType) override;
virtual void blit_color_buffer_to(Gfx::Bitmap& target) override;
virtual void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&) override;
virtual void blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const&, int, int) override;
virtual void set_options(GPU::RasterizerOptions const&) override;
virtual void set_light_model_params(GPU::LightModelParameters const&) override;
virtual GPU::RasterizerOptions options() const override { return m_options; }
virtual GPU::LightModelParameters light_model() const override { return m_lighting_model; }
virtual GPU::ColorType get_color_buffer_pixel(int x, int y) override;
virtual GPU::DepthType get_depthbuffer_value(int x, int y) override;
NonnullRefPtr<GPU::Image> create_image(GPU::ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
virtual NonnullRefPtr<GPU::Image> create_image(GPU::ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers) override;
void set_sampler_config(unsigned, GPU::SamplerConfig const&);
void set_light_state(unsigned, GPU::Light const&);
void set_material_state(GPU::Face, GPU::Material const&);
void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&);
virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
virtual void set_light_state(unsigned, GPU::Light const&) override;
virtual void set_material_state(GPU::Face, GPU::Material const&) override;
virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
GPU::RasterPosition raster_position() const { return m_raster_position; }
void set_raster_position(GPU::RasterPosition const& raster_position);
void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform);
virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) override;
private:
void draw_statistics_overlay(Gfx::Bitmap&);