Serenity Operating System
1/*
2 * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
3 * Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
4 *
5 * SPDX-License-Identifier: BSD-2-Clause
6 */
7
8#pragma once
9
10#include <AK/Array.h>
11#include <AK/NonnullRefPtr.h>
12#include <AK/RefPtr.h>
13#include <AK/Vector.h>
14#include <LibGPU/Device.h>
15#include <LibGPU/DeviceInfo.h>
16#include <LibGPU/Enums.h>
17#include <LibGPU/Image.h>
18#include <LibGPU/ImageFormat.h>
19#include <LibGPU/Light.h>
20#include <LibGPU/LightModelParameters.h>
21#include <LibGPU/Material.h>
22#include <LibGPU/RasterPosition.h>
23#include <LibGPU/RasterizerOptions.h>
24#include <LibGPU/SamplerConfig.h>
25#include <LibGPU/StencilConfiguration.h>
26#include <LibGPU/TextureUnitConfiguration.h>
27#include <LibGPU/Vertex.h>
28#include <LibGfx/Bitmap.h>
29#include <LibGfx/Matrix4x4.h>
30#include <LibGfx/Rect.h>
31#include <LibGfx/Vector4.h>
32#include <LibSoftGPU/Buffer/FrameBuffer.h>
33#include <LibSoftGPU/Buffer/Typed2DBuffer.h>
34#include <LibSoftGPU/Clipper.h>
35#include <LibSoftGPU/Config.h>
36#include <LibSoftGPU/Sampler.h>
37#include <LibSoftGPU/Shader.h>
38#include <LibSoftGPU/ShaderProcessor.h>
39#include <LibSoftGPU/Triangle.h>
40
41namespace SoftGPU {
42
43struct PixelQuad;
44
45class Device final : public GPU::Device {
46public:
47 Device(Gfx::IntSize min_size);
48
49 virtual GPU::DeviceInfo info() const override;
50
51 virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices) override;
52 virtual void resize(Gfx::IntSize min_size) override;
53 virtual void clear_color(FloatVector4 const&) override;
54 virtual void clear_depth(GPU::DepthType) override;
55 virtual void clear_stencil(GPU::StencilType) override;
56 virtual void blit_from_color_buffer(Gfx::Bitmap& target) override;
57 virtual void blit_from_color_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
58 virtual void blit_from_color_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
59 virtual void blit_from_depth_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
60 virtual void blit_from_depth_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
61 virtual void blit_to_color_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
62 virtual void blit_to_depth_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
63 virtual void set_options(GPU::RasterizerOptions const&) override;
64 virtual void set_light_model_params(GPU::LightModelParameters const&) override;
65 virtual GPU::RasterizerOptions options() const override { return m_options; }
66 virtual GPU::LightModelParameters light_model() const override { return m_lighting_model; }
67
68 virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) override;
69 virtual ErrorOr<NonnullRefPtr<GPU::Shader>> create_shader(GPU::IR::Shader const&) override;
70
71 virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
72 virtual void set_light_state(unsigned, GPU::Light const&) override;
73 virtual void set_material_state(GPU::Face, GPU::Material const&) override;
74 virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
75 virtual void set_texture_unit_configuration(GPU::TextureUnitIndex, GPU::TextureUnitConfiguration const&) override;
76 virtual void set_clip_planes(Vector<FloatVector4> const&) override;
77
78 virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
79 virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
80 virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) override;
81
82 virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
83
84private:
85 void calculate_vertex_lighting(GPU::Vertex& vertex) const;
86 void draw_statistics_overlay(Gfx::Bitmap&);
87 Gfx::IntRect get_rasterization_rect_of_size(Gfx::IntSize size) const;
88
89 GPU::ImageDataLayout color_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset);
90 GPU::ImageDataLayout depth_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset);
91
92 template<typename CB1, typename CB2, typename CB3>
93 void rasterize(Gfx::IntRect& render_bounds, CB1 set_coverage_mask, CB2 set_quad_depth, CB3 set_quad_attributes);
94
95 void rasterize_line_aliased(GPU::Vertex&, GPU::Vertex&);
96 void rasterize_line_antialiased(GPU::Vertex&, GPU::Vertex&);
97 void rasterize_line(GPU::Vertex&, GPU::Vertex&);
98
99 void rasterize_point_aliased(GPU::Vertex&);
100 void rasterize_point_antialiased(GPU::Vertex&);
101 void rasterize_point(GPU::Vertex&);
102
103 void rasterize_triangle(Triangle&);
104 void shade_fragments(PixelQuad&);
105
106 RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
107 GPU::RasterizerOptions m_options;
108 GPU::LightModelParameters m_lighting_model;
109 Clipper m_clipper;
110 Vector<Triangle> m_triangle_list;
111 Vector<Triangle> m_processed_triangles;
112 Vector<GPU::Vertex> m_clipped_vertices;
113 float m_one_over_fog_depth;
114 Array<Sampler, GPU::NUM_TEXTURE_UNITS> m_samplers;
115 bool m_samplers_need_texture_staging { false };
116 Array<GPU::Light, NUM_LIGHTS> m_lights;
117 Array<GPU::Material, 2u> m_materials;
118 GPU::RasterPosition m_raster_position;
119 Vector<FloatVector4> m_clip_planes;
120 Array<GPU::StencilConfiguration, 2u> m_stencil_configuration;
121 Array<GPU::TextureUnitConfiguration, GPU::NUM_TEXTURE_UNITS> m_texture_unit_configuration;
122 RefPtr<Shader> m_current_fragment_shader;
123 ShaderProcessor m_shader_processor;
124};
125
126}