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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 :^)
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4 changed files with 165 additions and 97 deletions
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@ -11,6 +11,7 @@
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#include <AK/NonnullRefPtr.h>
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#include <AK/RefPtr.h>
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#include <AK/Vector.h>
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#include <LibGPU/Device.h>
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#include <LibGPU/DeviceInfo.h>
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#include <LibGPU/Enums.h>
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#include <LibGPU/Image.h>
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@ -41,37 +42,37 @@ namespace SoftGPU {
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struct PixelQuad;
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class Device final {
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class Device final : public GPU::Device {
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public:
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Device(Gfx::IntSize const& min_size);
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GPU::DeviceInfo info() const;
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virtual GPU::DeviceInfo info() const override;
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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);
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void resize(Gfx::IntSize const& min_size);
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void clear_color(FloatVector4 const&);
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void clear_depth(GPU::DepthType);
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void clear_stencil(GPU::StencilType);
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void blit_color_buffer_to(Gfx::Bitmap& target);
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void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&);
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void blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const&, int, int);
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void set_options(GPU::RasterizerOptions const&);
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void set_light_model_params(GPU::LightModelParameters const&);
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GPU::RasterizerOptions options() const { return m_options; }
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GPU::LightModelParameters light_model() const { return m_lighting_model; }
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GPU::ColorType get_color_buffer_pixel(int x, int y);
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GPU::DepthType get_depthbuffer_value(int x, int y);
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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;
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virtual void resize(Gfx::IntSize const& min_size) override;
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virtual void clear_color(FloatVector4 const&) override;
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virtual void clear_depth(GPU::DepthType) override;
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virtual void clear_stencil(GPU::StencilType) override;
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virtual void blit_color_buffer_to(Gfx::Bitmap& target) override;
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virtual void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&) override;
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virtual void blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const&, int, int) override;
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virtual void set_options(GPU::RasterizerOptions const&) override;
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virtual void set_light_model_params(GPU::LightModelParameters const&) override;
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virtual GPU::RasterizerOptions options() const override { return m_options; }
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virtual GPU::LightModelParameters light_model() const override { return m_lighting_model; }
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virtual GPU::ColorType get_color_buffer_pixel(int x, int y) override;
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virtual GPU::DepthType get_depthbuffer_value(int x, int y) override;
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NonnullRefPtr<GPU::Image> create_image(GPU::ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
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virtual NonnullRefPtr<GPU::Image> create_image(GPU::ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers) override;
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void set_sampler_config(unsigned, GPU::SamplerConfig const&);
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void set_light_state(unsigned, GPU::Light const&);
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void set_material_state(GPU::Face, GPU::Material const&);
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void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&);
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virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
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virtual void set_light_state(unsigned, GPU::Light const&) override;
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virtual void set_material_state(GPU::Face, GPU::Material const&) override;
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virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
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GPU::RasterPosition raster_position() const { return m_raster_position; }
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void set_raster_position(GPU::RasterPosition const& raster_position);
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void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform);
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virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
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virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
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virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) override;
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private:
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void draw_statistics_overlay(Gfx::Bitmap&);
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