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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.
This commit is contained in:
Stephan Unverwerth 2022-09-14 23:48:10 +02:00 committed by Andrew Kaster
parent 4ad41e6680
commit 93ab2db80f
11 changed files with 96 additions and 3 deletions

View file

@ -12,6 +12,7 @@
#include <AK/Vector.h>
#include <LibGPU/DeviceInfo.h>
#include <LibGPU/Enums.h>
#include <LibGPU/IR.h>
#include <LibGPU/Image.h>
#include <LibGPU/ImageDataLayout.h>
#include <LibGPU/Light.h>
@ -20,6 +21,7 @@
#include <LibGPU/RasterPosition.h>
#include <LibGPU/RasterizerOptions.h>
#include <LibGPU/SamplerConfig.h>
#include <LibGPU/Shader.h>
#include <LibGPU/StencilConfiguration.h>
#include <LibGPU/TextureUnitConfiguration.h>
#include <LibGPU/Vertex.h>
@ -56,6 +58,7 @@ public:
virtual LightModelParameters light_model() const = 0;
virtual NonnullRefPtr<Image> create_image(PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) = 0;
virtual ErrorOr<NonnullRefPtr<Shader>> create_shader(IR::Shader const&) = 0;
virtual void set_sampler_config(unsigned, SamplerConfig const&) = 0;
virtual void set_light_state(unsigned, Light const&) = 0;

View file

@ -0,0 +1,29 @@
/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/RefCounted.h>
namespace GPU {
class Shader : public RefCounted<Shader> {
public:
Shader(void const* ownership_token)
: m_ownership_token { ownership_token }
{
}
virtual ~Shader() = default;
void const* ownership_token() const { return m_ownership_token; }
bool has_same_ownership_token(Shader const& other) const { return other.ownership_token() == ownership_token(); }
private:
void const* const m_ownership_token { nullptr };
};
}