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	 b18bf702ea
			
		
	
	
		b18bf702ea
		
	
	
	
	
		
			
			This adds a shader processor that executes our ISA when a fragment shader is currently bound to the device.
		
			
				
	
	
		
			46 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
	
		
			1.2 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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| 
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| #pragma once
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| 
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| #include <AK/Array.h>
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| #include <AK/SIMD.h>
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| #include <AK/Vector.h>
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| #include <LibGPU/Config.h>
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| #include <LibSoftGPU/PixelQuad.h>
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| #include <LibSoftGPU/Sampler.h>
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| 
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| namespace SoftGPU {
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| 
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| class Shader;
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| 
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| class ShaderProcessor final {
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| public:
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|     ShaderProcessor(Array<Sampler, GPU::NUM_TEXTURE_UNITS>& samplers)
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|         : m_samplers { samplers }
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|     {
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|     }
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| 
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|     void execute(PixelQuad&, Shader const&);
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| 
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|     ALWAYS_INLINE AK::SIMD::f32x4 get_register(u16 index) const { return m_registers[index]; }
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|     ALWAYS_INLINE void set_register(u16 index, AK::SIMD::f32x4 value) { m_registers[index] = value; }
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| 
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| private:
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|     void op_input(PixelQuad const&, Instruction::Arguments);
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|     void op_output(PixelQuad&, Instruction::Arguments);
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|     void op_sample2d(Instruction::Arguments);
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|     void op_swizzle(Instruction::Arguments);
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|     void op_add(Instruction::Arguments);
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|     void op_sub(Instruction::Arguments);
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|     void op_mul(Instruction::Arguments);
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|     void op_div(Instruction::Arguments);
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| 
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|     Array<Sampler, GPU::NUM_TEXTURE_UNITS>& m_samplers;
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|     AK::SIMD::f32x4 m_registers[1024];
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| };
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| 
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| }
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