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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
4 changed files with 165 additions and 97 deletions

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&);