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LibGPU+LibSoftGPU: Move RasterizerOptions into LibGPU
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parent
5d2740217f
commit
1f3642ed48
Notes:
sideshowbarker
2024-07-17 14:22:52 +09:00
Author: https://github.com/sunverwerth Commit: https://github.com/SerenityOS/serenity/commit/1f3642ed48 Pull-request: https://github.com/SerenityOS/serenity/pull/13294 Reviewed-by: https://github.com/Quaker762 ✅ Reviewed-by: https://github.com/creator1creeper1 Reviewed-by: https://github.com/gmta
3 changed files with 67 additions and 47 deletions
61
Userland/Libraries/LibGPU/RasterizerOptions.h
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61
Userland/Libraries/LibGPU/RasterizerOptions.h
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@ -0,0 +1,61 @@
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/*
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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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#pragma once
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#include <AK/Array.h>
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#include <LibGPU/Config.h>
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#include <LibGPU/Enums.h>
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#include <LibGPU/TexCoordGenerationConfig.h>
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#include <LibGfx/Rect.h>
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#include <LibGfx/Vector4.h>
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namespace GPU {
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struct RasterizerOptions {
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bool shade_smooth { true };
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bool enable_stencil_test { false };
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bool enable_depth_test { false };
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bool enable_depth_write { true };
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bool enable_alpha_test { false };
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AlphaTestFunction alpha_test_func { AlphaTestFunction::Always };
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float alpha_test_ref_value { 0 };
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bool enable_blending { false };
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BlendFactor blend_source_factor { BlendFactor::One };
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BlendFactor blend_destination_factor { BlendFactor::One };
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u32 color_mask { 0xffffffff };
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float depth_min { 0.f };
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float depth_max { 1.f };
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DepthTestFunction depth_func { DepthTestFunction::Less };
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PolygonMode polygon_mode { PolygonMode::Fill };
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FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f };
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float fog_density { 1.0f };
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FogMode fog_mode { FogMode::Exp };
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bool fog_enabled { false };
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float fog_start { 0.0f };
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float fog_end { 1.0f };
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bool scissor_enabled { false };
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bool normalization_enabled { false };
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Gfx::IntRect scissor_box;
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bool enable_color_write { true };
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float depth_offset_factor { 0 };
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float depth_offset_constant { 0 };
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bool depth_offset_enabled { false };
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bool enable_culling { false };
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WindingOrder front_face { WindingOrder::CounterClockwise };
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bool cull_back { true };
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bool cull_front { false };
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Array<u8, NUM_SAMPLERS> texcoord_generation_enabled_coordinates {};
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Array<Array<TexCoordGenerationConfig, 4>, NUM_SAMPLERS> texcoord_generation_config {};
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Gfx::IntRect viewport;
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bool lighting_enabled { false };
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bool color_material_enabled { false };
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ColorMaterialFace color_material_face { ColorMaterialFace::FrontAndBack };
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ColorMaterialMode color_material_mode { ColorMaterialMode::AmbientAndDiffuse };
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};
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}
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@ -589,7 +589,7 @@ GPU::DeviceInfo Device::info() const
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};
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}
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static void generate_texture_coordinates(GPU::Vertex& vertex, RasterizerOptions const& options)
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static void generate_texture_coordinates(GPU::Vertex& vertex, GPU::RasterizerOptions const& options)
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{
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auto generate_coordinate = [&](size_t texcoord_index, size_t config_index) -> float {
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auto mode = options.texcoord_generation_config[texcoord_index][config_index].mode;
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@ -1190,7 +1190,7 @@ void Device::draw_statistics_overlay(Gfx::Bitmap& target)
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painter.draw_text(target.rect().translated(2, 2), debug_string, font, Gfx::TextAlignment::TopLeft, Gfx::Color::White);
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}
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void Device::set_options(RasterizerOptions const& options)
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void Device::set_options(GPU::RasterizerOptions const& options)
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{
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m_options = options;
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@ -18,6 +18,7 @@
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#include <LibGPU/LightModelParameters.h>
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#include <LibGPU/Material.h>
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#include <LibGPU/RasterPosition.h>
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#include <LibGPU/RasterizerOptions.h>
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#include <LibGPU/SamplerConfig.h>
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#include <LibGPU/StencilConfiguration.h>
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#include <LibGPU/TexCoordGenerationConfig.h>
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@ -38,48 +39,6 @@
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namespace SoftGPU {
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struct RasterizerOptions {
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bool shade_smooth { true };
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bool enable_stencil_test { false };
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bool enable_depth_test { false };
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bool enable_depth_write { true };
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bool enable_alpha_test { false };
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GPU::AlphaTestFunction alpha_test_func { GPU::AlphaTestFunction::Always };
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float alpha_test_ref_value { 0 };
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bool enable_blending { false };
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GPU::BlendFactor blend_source_factor { GPU::BlendFactor::One };
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GPU::BlendFactor blend_destination_factor { GPU::BlendFactor::One };
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u32 color_mask { 0xffffffff };
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float depth_min { 0.f };
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float depth_max { 1.f };
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GPU::DepthTestFunction depth_func { GPU::DepthTestFunction::Less };
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GPU::PolygonMode polygon_mode { GPU::PolygonMode::Fill };
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FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f };
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float fog_density { 1.0f };
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GPU::FogMode fog_mode { GPU::FogMode::Exp };
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bool fog_enabled { false };
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float fog_start { 0.0f };
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float fog_end { 1.0f };
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bool scissor_enabled { false };
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bool normalization_enabled { false };
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Gfx::IntRect scissor_box;
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bool enable_color_write { true };
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float depth_offset_factor { 0 };
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float depth_offset_constant { 0 };
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bool depth_offset_enabled { false };
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bool enable_culling { false };
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GPU::WindingOrder front_face { GPU::WindingOrder::CounterClockwise };
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bool cull_back { true };
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bool cull_front { false };
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Array<u8, GPU::NUM_SAMPLERS> texcoord_generation_enabled_coordinates {};
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Array<Array<GPU::TexCoordGenerationConfig, 4>, GPU::NUM_SAMPLERS> texcoord_generation_config {};
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Gfx::IntRect viewport;
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bool lighting_enabled { false };
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bool color_material_enabled { false };
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GPU::ColorMaterialFace color_material_face { GPU::ColorMaterialFace::FrontAndBack };
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GPU::ColorMaterialMode color_material_mode { GPU::ColorMaterialMode::AmbientAndDiffuse };
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};
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struct PixelQuad;
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class Device final {
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@ -96,9 +55,9 @@ public:
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void blit_color_buffer_to(Gfx::Bitmap& target);
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void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&);
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void blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const&, int, int);
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void set_options(RasterizerOptions const&);
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void set_options(GPU::RasterizerOptions const&);
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void set_light_model_params(GPU::LightModelParameters const&);
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RasterizerOptions options() const { return m_options; }
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GPU::RasterizerOptions options() const { return m_options; }
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GPU::LightModelParameters light_model() const { return m_lighting_model; }
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GPU::ColorType get_color_buffer_pixel(int x, int y);
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GPU::DepthType get_depthbuffer_value(int x, int y);
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@ -124,7 +83,7 @@ private:
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bool test_alpha(PixelQuad&);
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RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
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RasterizerOptions m_options;
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GPU::RasterizerOptions m_options;
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GPU::LightModelParameters m_lighting_model;
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Clipper m_clipper;
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Vector<Triangle> m_triangle_list;
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