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LibGL+LibSoftGPU: Add GPU side shader infrastructure
This adds a shader class to LibSoftGPU and makes use of it when linking GLSL program in LibGL. Also adds actual rendering code to the shader tests.
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11 changed files with 96 additions and 3 deletions
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@ -12,6 +12,7 @@
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#include <AK/Vector.h>
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#include <LibGPU/DeviceInfo.h>
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#include <LibGPU/Enums.h>
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#include <LibGPU/IR.h>
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#include <LibGPU/Image.h>
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#include <LibGPU/ImageDataLayout.h>
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#include <LibGPU/Light.h>
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@ -20,6 +21,7 @@
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#include <LibGPU/RasterPosition.h>
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#include <LibGPU/RasterizerOptions.h>
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#include <LibGPU/SamplerConfig.h>
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#include <LibGPU/Shader.h>
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#include <LibGPU/StencilConfiguration.h>
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#include <LibGPU/TextureUnitConfiguration.h>
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#include <LibGPU/Vertex.h>
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@ -56,6 +58,7 @@ public:
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virtual LightModelParameters light_model() const = 0;
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virtual NonnullRefPtr<Image> create_image(PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) = 0;
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virtual ErrorOr<NonnullRefPtr<Shader>> create_shader(IR::Shader const&) = 0;
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virtual void set_sampler_config(unsigned, SamplerConfig const&) = 0;
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virtual void set_light_state(unsigned, Light const&) = 0;
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29
Userland/Libraries/LibGPU/Shader.h
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29
Userland/Libraries/LibGPU/Shader.h
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@ -0,0 +1,29 @@
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/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/RefCounted.h>
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namespace GPU {
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class Shader : public RefCounted<Shader> {
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public:
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Shader(void const* ownership_token)
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: m_ownership_token { ownership_token }
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{
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}
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virtual ~Shader() = default;
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void const* ownership_token() const { return m_ownership_token; }
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bool has_same_ownership_token(Shader const& other) const { return other.ownership_token() == ownership_token(); }
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private:
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void const* const m_ownership_token { nullptr };
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};
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}
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