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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 :^)
68 lines
2.7 KiB
C++
68 lines
2.7 KiB
C++
/*
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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/Array.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/RefCounted.h>
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#include <AK/RefPtr.h>
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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/Image.h>
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#include <LibGPU/ImageFormat.h>
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#include <LibGPU/Light.h>
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#include <LibGPU/LightModelParameters.h>
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#include <LibGPU/Material.h>
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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/StencilConfiguration.h>
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#include <LibGPU/TexCoordGenerationConfig.h>
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#include <LibGPU/Vertex.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Matrix3x3.h>
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#include <LibGfx/Matrix4x4.h>
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#include <LibGfx/Rect.h>
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#include <LibGfx/Vector4.h>
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namespace GPU {
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class Device {
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public:
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virtual ~Device() { }
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virtual DeviceInfo info() const = 0;
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virtual void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units) = 0;
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virtual void resize(Gfx::IntSize const& min_size) = 0;
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virtual void clear_color(FloatVector4 const&) = 0;
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virtual void clear_depth(DepthType) = 0;
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virtual void clear_stencil(StencilType) = 0;
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virtual void blit_color_buffer_to(Gfx::Bitmap& target) = 0;
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virtual void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&) = 0;
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virtual void blit_to_depth_buffer_at_raster_position(Vector<DepthType> const&, int, int) = 0;
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virtual void set_options(RasterizerOptions const&) = 0;
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virtual void set_light_model_params(LightModelParameters const&) = 0;
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virtual RasterizerOptions options() const = 0;
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virtual LightModelParameters light_model() const = 0;
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virtual ColorType get_color_buffer_pixel(int x, int y) = 0;
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virtual DepthType get_depthbuffer_value(int x, int y) = 0;
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virtual NonnullRefPtr<Image> create_image(ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers) = 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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virtual void set_material_state(Face, Material const&) = 0;
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virtual void set_stencil_configuration(Face, StencilConfiguration const&) = 0;
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virtual RasterPosition raster_position() const = 0;
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virtual void set_raster_position(RasterPosition const& raster_position) = 0;
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virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) = 0;
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};
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}
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