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LibSoftGPU: Rename class SoftwareRasterizer to Device

This class does everything related to rendering now. It is the software
implementation of a full GPU device.
This commit is contained in:
Stephan Unverwerth 2021-12-18 14:07:47 +01:00 committed by Brian Gianforcaro
parent 178b28b469
commit a9e27b9a0f
5 changed files with 19 additions and 19 deletions

View file

@ -16,7 +16,7 @@
#include <LibGfx/Bitmap.h>
#include <LibGfx/Painter.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/SoftwareRasterizer.h>
#include <LibSoftGPU/Device.h>
using AK::dbgln;

View file

@ -21,7 +21,7 @@
#include <LibGfx/Rect.h>
#include <LibGfx/Vector3.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/SoftwareRasterizer.h>
#include <LibSoftGPU/Device.h>
#include <LibSoftGPU/Vertex.h>
namespace GL {
@ -233,7 +233,7 @@ private:
TextureUnit* m_active_texture_unit { &m_texture_units[0] };
TextureUnit::BoundList m_bound_texture_units;
SoftGPU::SoftwareRasterizer m_rasterizer;
SoftGPU::Device m_rasterizer;
struct Listing {

View file

@ -1,7 +1,7 @@
set(SOURCES
Clipper.cpp
DepthBuffer.cpp
SoftwareRasterizer.cpp
Device.cpp
)
serenity_lib(LibSoftGPU softgpu)

View file

@ -9,7 +9,7 @@
#include <LibGfx/Painter.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector3.h>
#include <LibSoftGPU/SoftwareRasterizer.h>
#include <LibSoftGPU/Device.h>
namespace SoftGPU {
@ -488,14 +488,14 @@ static Gfx::IntSize closest_multiple(const Gfx::IntSize& min_size, size_t step)
return { width, height };
}
SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
Device::Device(const Gfx::IntSize& min_size)
: m_render_target { Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)).release_value_but_fixme_should_propagate_errors() }
, m_depth_buffer { adopt_own(*new DepthBuffer(closest_multiple(min_size, RASTERIZER_BLOCK_SIZE))) }
{
m_options.scissor_box = m_render_target->rect();
}
void SoftwareRasterizer::draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, GL::TextureUnit::BoundList const& bound_texture_units)
void Device::draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, GL::TextureUnit::BoundList const& bound_texture_units)
{
// At this point, the user has effectively specified that they are done with defining the geometry
// of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
@ -648,7 +648,7 @@ void SoftwareRasterizer::draw_primitives(GLenum primitive_type, FloatMatrix4x4 c
}
}
void SoftwareRasterizer::submit_triangle(const Triangle& triangle, GL::TextureUnit::BoundList const& bound_texture_units)
void Device::submit_triangle(const Triangle& triangle, GL::TextureUnit::BoundList const& bound_texture_units)
{
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &bound_texture_units](FloatVector4 const& uv, FloatVector4 const& color, float z) -> FloatVector4 {
FloatVector4 fragment = color;
@ -712,7 +712,7 @@ void SoftwareRasterizer::submit_triangle(const Triangle& triangle, GL::TextureUn
});
}
void SoftwareRasterizer::resize(const Gfx::IntSize& min_size)
void Device::resize(const Gfx::IntSize& min_size)
{
wait_for_all_threads();
@ -720,7 +720,7 @@ void SoftwareRasterizer::resize(const Gfx::IntSize& min_size)
m_depth_buffer = adopt_own(*new DepthBuffer(m_render_target->size()));
}
void SoftwareRasterizer::clear_color(const FloatVector4& color)
void Device::clear_color(const FloatVector4& color)
{
wait_for_all_threads();
@ -741,7 +741,7 @@ void SoftwareRasterizer::clear_color(const FloatVector4& color)
m_render_target->fill(fill_color);
}
void SoftwareRasterizer::clear_depth(float depth)
void Device::clear_depth(float depth)
{
wait_for_all_threads();
@ -753,7 +753,7 @@ void SoftwareRasterizer::clear_depth(float depth)
m_depth_buffer->clear(depth);
}
void SoftwareRasterizer::blit(Gfx::Bitmap const& source, int x, int y)
void Device::blit(Gfx::Bitmap const& source, int x, int y)
{
wait_for_all_threads();
@ -761,7 +761,7 @@ void SoftwareRasterizer::blit(Gfx::Bitmap const& source, int x, int y)
painter.blit({ x, y }, source, source.rect(), 1.0f, true);
}
void SoftwareRasterizer::blit_to(Gfx::Bitmap& target)
void Device::blit_to(Gfx::Bitmap& target)
{
wait_for_all_threads();
@ -769,12 +769,12 @@ void SoftwareRasterizer::blit_to(Gfx::Bitmap& target)
painter.blit({ 0, 0 }, *m_render_target, m_render_target->rect(), 1.0f, false);
}
void SoftwareRasterizer::wait_for_all_threads() const
void Device::wait_for_all_threads() const
{
// FIXME: Wait for all render threads to finish when multithreading is being implemented
}
void SoftwareRasterizer::set_options(const RasterizerOptions& options)
void Device::set_options(const RasterizerOptions& options)
{
wait_for_all_threads();
@ -783,7 +783,7 @@ void SoftwareRasterizer::set_options(const RasterizerOptions& options)
// FIXME: Recreate or reinitialize render threads here when multithreading is being implemented
}
Gfx::RGBA32 SoftwareRasterizer::get_backbuffer_pixel(int x, int y)
Gfx::RGBA32 Device::get_backbuffer_pixel(int x, int y)
{
// FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height())
@ -792,7 +792,7 @@ Gfx::RGBA32 SoftwareRasterizer::get_backbuffer_pixel(int x, int y)
return m_render_target->scanline(y)[x];
}
float SoftwareRasterizer::get_depthbuffer_value(int x, int y)
float Device::get_depthbuffer_value(int x, int y)
{
// FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height())

View file

@ -58,9 +58,9 @@ struct RasterizerOptions {
GLenum culled_sides { GL_BACK };
};
class SoftwareRasterizer final {
class Device final {
public:
SoftwareRasterizer(const Gfx::IntSize& min_size);
Device(const Gfx::IntSize& min_size);
void draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, GL::TextureUnit::BoundList const& bound_texture_units);
void resize(const Gfx::IntSize& min_size);