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LibGL: Add software rasterizer

This is based mostly on Fabian "ryg" Giesen's 2011 blog series
"A trip through the Graphics Pipeline" and Scratchapixel's
"Rasterization: a Practical Implementation".

The rasterizer processes triangles in grid aligned 16x16 pixel blocks,
calculates barycentric coordinates and edge derivatives and interpolates
bilinearly across each block.

This will theoretically allow for better utilization of modern processor
features such as SMT and SIMD, as opposed to a classic scanline based
triangle rasterizer.

This serves as a starting point to get something on the screen.
In the future we might look into properly pipelining the main loop to
make the rasterizer more flexible, enabling us to enable/disable
certain features at the block rather than the pixel level.
This commit is contained in:
Stephan Unverwerth 2021-04-24 01:57:01 +02:00 committed by Andreas Kling
parent e6c0600499
commit 5ff248649b
8 changed files with 321 additions and 43 deletions

View file

@ -9,13 +9,14 @@
#include "GL/gl.h"
#include <AK/OwnPtr.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
namespace GL {
class GLContext {
public:
virtual ~GLContext() { }
virtual ~GLContext();
virtual void gl_begin(GLenum mode) = 0;
virtual void gl_clear(GLbitfield mask) = 0;
@ -40,9 +41,11 @@ public:
virtual void gl_disable(GLenum) = 0;
virtual void gl_front_face(GLenum) = 0;
virtual void gl_cull_face(GLenum) = 0;
virtual void present() = 0;
};
OwnPtr<GLContext> create_context();
OwnPtr<GLContext> create_context(Gfx::Bitmap&);
void make_context_current(GLContext*);
}