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      1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //    http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 #ifndef gl_Device_hpp
     16 #define gl_Device_hpp
     17 
     18 #include "Renderer/Renderer.hpp"
     19 
     20 namespace egl
     21 {
     22 	class Image;
     23 }
     24 
     25 namespace es1
     26 {
     27 	class Texture;
     28 
     29 	struct Viewport
     30 	{
     31 		int x0;
     32 		int y0;
     33 		unsigned int width;
     34 		unsigned int height;
     35 		float minZ;
     36 		float maxZ;
     37 	};
     38 
     39 	class Device : public sw::Renderer
     40 	{
     41 	public:
     42 		explicit Device(sw::Context *context);
     43 
     44 		virtual ~Device();
     45 
     46 		void *operator new(size_t size);
     47 		void operator delete(void * mem);
     48 
     49 		void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
     50 		void clearDepth(float z);
     51 		void clearStencil(unsigned int stencil, unsigned int mask);
     52 		void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
     53 		void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
     54 		void setScissorEnable(bool enable);
     55 		void setRenderTarget(int index, egl::Image *renderTarget);
     56 		void setDepthBuffer(egl::Image *depthBuffer);
     57 		void setStencilBuffer(egl::Image *stencilBuffer);
     58 		void setScissorRect(const sw::Rect &rect);
     59 		void setViewport(const Viewport &viewport);
     60 
     61 		bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
     62 		void finish();
     63 
     64 	private:
     65 		sw::Context *const context;
     66 
     67 		bool bindResources();
     68 		bool bindViewport();   // Also adjusts for scissoring
     69 
     70 		bool validRectangle(const sw::Rect *rect, sw::Surface *surface);
     71 
     72 		Viewport viewport;
     73 		sw::Rect scissorRect;
     74 		bool scissorEnable;
     75 
     76 		egl::Image *renderTarget;
     77 		egl::Image *depthBuffer;
     78 		egl::Image *stencilBuffer;
     79 	};
     80 }
     81 
     82 #endif   // gl_Device_hpp
     83