Serenity Operating System
at master 126 lines 5.9 kB view raw
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}