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		bb28492af0
		
	
	
	
	
		
			
			Same as with inputs, we define outputs as a generic array of floats. This can later be expanded to accomodate multiple render targets or vertex attributes in the case of a vertex shader.
		
			
				
	
	
		
			72 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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|  * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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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/SIMD.h>
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| #include <AK/SIMDExtras.h>
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| #include <LibGfx/Vector2.h>
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| #include <LibGfx/Vector3.h>
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| #include <LibGfx/Vector4.h>
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| #include <LibSoftGPU/Config.h>
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| 
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| namespace SoftGPU {
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| 
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| using AK::SIMD::expand4;
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| using AK::SIMD::f32x4;
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| using AK::SIMD::i32x4;
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| 
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| struct PixelQuad final {
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|     void set_input(int index, f32x4 value) { inputs[index] = value; }
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|     f32x4 get_input_float(int index) const { return inputs[index]; }
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| 
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|     void set_input(int index, Vector4<f32x4> const& value)
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|     {
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|         inputs[index] = value.x();
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|         inputs[index + 1] = value.y();
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|         inputs[index + 2] = value.z();
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|         inputs[index + 3] = value.w();
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|     }
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|     Vector4<f32x4> get_input_vector4(int index) const
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|     {
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|         return Vector4<f32x4>(
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|             inputs[index],
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|             inputs[index + 1],
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|             inputs[index + 2],
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|             inputs[index + 3]);
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|     }
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| 
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|     void set_output(int index, f32x4 value) { outputs[index] = value; }
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|     f32x4 get_output_float(int index) const { return outputs[index]; }
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| 
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|     void set_output(int index, Vector4<f32x4> const& value)
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|     {
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|         outputs[index] = value.x();
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|         outputs[index + 1] = value.y();
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|         outputs[index + 2] = value.z();
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|         outputs[index + 3] = value.w();
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|     }
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|     Vector4<f32x4> get_output_vector4(int index) const
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|     {
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|         return Vector4<f32x4>(
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|             outputs[index],
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|             outputs[index + 1],
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|             outputs[index + 2],
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|             outputs[index + 3]);
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|     }
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| 
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|     Vector2<i32x4> screen_coordinates;
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|     Vector3<f32x4> barycentrics;
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|     f32x4 depth;
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|     Array<f32x4, NUM_SHADER_INPUTS> inputs;
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|     Array<f32x4, NUM_SHADER_OUTPUTS> outputs;
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|     f32x4 fog_depth;
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|     i32x4 mask;
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|     f32x4 coverage { expand4(1.f) };
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| };
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| 
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| }
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