LibGL+LibGPU+LibSoftGPU: Move StencilConfiguration.h to LibGPU

This commit is contained in:
Stephan Unverwerth 2022-03-27 15:20:51 +02:00 committed by Andreas Kling
parent b652db1f54
commit e416380826
8 changed files with 73 additions and 41 deletions

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@ -3144,7 +3144,7 @@ void GLContext::sync_stencil_configuration()
m_stencil_configuration_dirty = false;
auto set_device_stencil = [&](GPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
SoftGPU::StencilConfiguration device_configuration;
GPU::StencilConfiguration device_configuration;
// Stencil test function
auto map_func = [](GLenum func) -> GPU::StencilTestFunction {

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@ -0,0 +1,19 @@
/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Types.h>
#pragma once
namespace GPU {
// FIXME: These 3 types were originally introduced in LibSoftGPU and are currently needed by the device interface.
// Once we refactor the interface these should move back into LibSoftGPU.
using ColorType = u32; // BGRA:8888
using DepthType = float;
using StencilType = u8;
}

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@ -0,0 +1,25 @@
/*
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGPU/Config.h>
#include <LibGPU/Enums.h>
namespace GPU {
struct StencilConfiguration {
StencilTestFunction test_function;
StencilType reference_value;
StencilType test_mask;
StencilOperation on_stencil_test_fail;
StencilOperation on_depth_test_fail;
StencilOperation on_pass;
StencilType write_mask;
};
}

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@ -6,6 +6,8 @@
#pragma once
#include <LibGPU/Config.h>
#define INCREASE_STATISTICS_COUNTER(stat, n) \
do { \
if constexpr (ENABLE_STATISTICS_OVERLAY) \
@ -23,8 +25,4 @@ static constexpr int NUM_LIGHTS = 8;
// FIXME: make this dynamically configurable through ConfigServer
static constexpr bool CLAMP_DEPRECATED_BEHAVIOR = false;
using ColorType = u32; // BGRA:8888
using DepthType = float;
using StencilType = u8;
}

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@ -60,7 +60,7 @@ constexpr static auto interpolate(const T& v0, const T& v1, const T& v2, Vector3
return v0 * barycentric_coords.x() + v1 * barycentric_coords.y() + v2 * barycentric_coords.z();
}
static ColorType to_bgra32(FloatVector4 const& color)
static GPU::ColorType to_bgra32(FloatVector4 const& color)
{
auto clamped = color.clamped(0.0f, 1.0f);
auto r = static_cast<u8>(clamped.x() * 255);
@ -265,7 +265,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
auto const& stencil_configuration = m_stencil_configuration[GPU::Face::Front];
auto const stencil_reference_value = stencil_configuration.reference_value & stencil_configuration.test_mask;
auto write_to_stencil = [](StencilType* stencil_ptrs[4], i32x4 stencil_value, GPU::StencilOperation op, StencilType reference_value, StencilType write_mask, i32x4 pixel_mask) {
auto write_to_stencil = [](GPU::StencilType* stencil_ptrs[4], i32x4 stencil_value, GPU::StencilOperation op, GPU::StencilType reference_value, GPU::StencilType write_mask, i32x4 pixel_mask) {
if (write_mask == 0 || op == GPU::StencilOperation::Keep)
return;
@ -331,7 +331,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
int coverage_bits = maskbits(quad.mask);
// Stencil testing
StencilType* stencil_ptrs[4];
GPU::StencilType* stencil_ptrs[4];
i32x4 stencil_value;
if (m_options.enable_stencil_test) {
stencil_ptrs[0] = coverage_bits & 1 ? &stencil_buffer->scanline(by)[bx] : nullptr;
@ -391,7 +391,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
quad.barycentrics = edge_values * one_over_area;
// Depth testing
DepthType* depth_ptrs[4] = {
GPU::DepthType* depth_ptrs[4] = {
coverage_bits & 1 ? &depth_buffer->scanline(by)[bx] : nullptr,
coverage_bits & 2 ? &depth_buffer->scanline(by)[bx + 1] : nullptr,
coverage_bits & 4 ? &depth_buffer->scanline(by + 1)[bx] : nullptr,
@ -529,7 +529,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
if ((m_options.color_mask == 0) || !m_options.enable_color_write)
continue;
ColorType* color_ptrs[4] = {
GPU::ColorType* color_ptrs[4] = {
coverage_bits & 1 ? &color_buffer->scanline(by)[bx] : nullptr,
coverage_bits & 2 ? &color_buffer->scanline(by)[bx + 1] : nullptr,
coverage_bits & 4 ? &color_buffer->scanline(by + 1)[bx] : nullptr,
@ -571,7 +571,7 @@ void Device::rasterize_triangle(Triangle const& triangle)
}
Device::Device(Gfx::IntSize const& size)
: m_frame_buffer(FrameBuffer<ColorType, DepthType, StencilType>::try_create(size).release_value_but_fixme_should_propagate_errors())
: m_frame_buffer(FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size).release_value_but_fixme_should_propagate_errors())
{
m_options.scissor_box = m_frame_buffer->rect();
m_options.viewport = m_frame_buffer->rect();
@ -584,7 +584,7 @@ GPU::DeviceInfo Device::info() const
.device_name = "SoftGPU",
.num_texture_units = NUM_SAMPLERS,
.num_lights = NUM_LIGHTS,
.stencil_bits = sizeof(StencilType) * 8,
.stencil_bits = sizeof(GPU::StencilType) * 8,
.supports_npot_textures = true,
};
}
@ -1061,7 +1061,7 @@ ALWAYS_INLINE bool Device::test_alpha(PixelQuad& quad)
void Device::resize(Gfx::IntSize const& size)
{
auto frame_buffer_or_error = FrameBuffer<ColorType, DepthType, StencilType>::try_create(size);
auto frame_buffer_or_error = FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>::try_create(size);
m_frame_buffer = MUST(frame_buffer_or_error);
}
@ -1076,7 +1076,7 @@ void Device::clear_color(FloatVector4 const& color)
m_frame_buffer->color_buffer()->fill(fill_color, clear_rect);
}
void Device::clear_depth(DepthType depth)
void Device::clear_depth(GPU::DepthType depth)
{
auto clear_rect = m_frame_buffer->rect();
if (m_options.scissor_enabled)
@ -1085,7 +1085,7 @@ void Device::clear_depth(DepthType depth)
m_frame_buffer->depth_buffer()->fill(depth, clear_rect);
}
void Device::clear_stencil(StencilType value)
void Device::clear_stencil(GPU::StencilType value)
{
auto clear_rect = m_frame_buffer->rect();
if (m_options.scissor_enabled)
@ -1106,7 +1106,7 @@ void Device::blit_to_color_buffer_at_raster_position(Gfx::Bitmap const& source)
m_frame_buffer->color_buffer()->blit_from_bitmap(source, blit_rect);
}
void Device::blit_to_depth_buffer_at_raster_position(Vector<DepthType> const& depth_values, int width, int height)
void Device::blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const& depth_values, int width, int height)
{
if (!m_raster_position.valid)
return;
@ -1203,7 +1203,7 @@ void Device::set_light_model_params(LightModelParameters const& lighting_model)
m_lighting_model = lighting_model;
}
ColorType Device::get_color_buffer_pixel(int x, int y)
GPU::ColorType Device::get_color_buffer_pixel(int x, int y)
{
// FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
if (!m_frame_buffer->rect().contains(x, y))
@ -1211,7 +1211,7 @@ ColorType Device::get_color_buffer_pixel(int x, int y)
return m_frame_buffer->color_buffer()->scanline(y)[x];
}
DepthType Device::get_depthbuffer_value(int x, int y)
GPU::DepthType Device::get_depthbuffer_value(int x, int y)
{
// FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
if (!m_frame_buffer->rect().contains(x, y))
@ -1246,7 +1246,7 @@ void Device::set_material_state(GPU::Face face, GPU::Material const& material)
m_materials[face] = material;
}
void Device::set_stencil_configuration(GPU::Face face, StencilConfiguration const& stencil_configuration)
void Device::set_stencil_configuration(GPU::Face face, GPU::StencilConfiguration const& stencil_configuration)
{
m_stencil_configuration[face] = stencil_configuration;
}

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@ -17,6 +17,7 @@
#include <LibGPU/Light.h>
#include <LibGPU/Material.h>
#include <LibGPU/SamplerConfig.h>
#include <LibGPU/StencilConfiguration.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix3x3.h>
#include <LibGfx/Matrix4x4.h>
@ -99,17 +100,6 @@ struct RasterPosition {
FloatVector4 texture_coordinates { 0.0f, 0.0f, 0.0f, 1.0f };
};
struct StencilConfiguration {
GPU::StencilTestFunction test_function;
StencilType reference_value;
StencilType test_mask;
GPU::StencilOperation on_stencil_test_fail;
GPU::StencilOperation on_depth_test_fail;
GPU::StencilOperation on_pass;
StencilType write_mask;
};
class Device final {
public:
Device(Gfx::IntSize const& min_size);
@ -119,24 +109,24 @@ public:
void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
void resize(Gfx::IntSize const& min_size);
void clear_color(FloatVector4 const&);
void clear_depth(DepthType);
void clear_stencil(StencilType);
void clear_depth(GPU::DepthType);
void clear_stencil(GPU::StencilType);
void blit_color_buffer_to(Gfx::Bitmap& target);
void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&);
void blit_to_depth_buffer_at_raster_position(Vector<DepthType> const&, int, int);
void blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const&, int, int);
void set_options(RasterizerOptions const&);
void set_light_model_params(LightModelParameters const&);
RasterizerOptions options() const { return m_options; }
LightModelParameters light_model() const { return m_lighting_model; }
ColorType get_color_buffer_pixel(int x, int y);
DepthType get_depthbuffer_value(int x, int y);
GPU::ColorType get_color_buffer_pixel(int x, int y);
GPU::DepthType get_depthbuffer_value(int x, int y);
NonnullRefPtr<Image> create_image(GPU::ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
void set_sampler_config(unsigned, GPU::SamplerConfig const&);
void set_light_state(unsigned, GPU::Light const&);
void set_material_state(GPU::Face, GPU::Material const&);
void set_stencil_configuration(GPU::Face, StencilConfiguration const&);
void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&);
RasterPosition raster_position() const { return m_raster_position; }
void set_raster_position(RasterPosition const& raster_position);
@ -151,7 +141,7 @@ private:
void shade_fragments(PixelQuad&);
bool test_alpha(PixelQuad&);
RefPtr<FrameBuffer<ColorType, DepthType, StencilType>> m_frame_buffer {};
RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
RasterizerOptions m_options;
LightModelParameters m_lighting_model;
Clipper m_clipper;
@ -164,7 +154,7 @@ private:
Array<GPU::Light, NUM_LIGHTS> m_lights;
Array<GPU::Material, 2u> m_materials;
RasterPosition m_raster_position;
Array<StencilConfiguration, 2u> m_stencil_configuration;
Array<GPU::StencilConfiguration, 2u> m_stencil_configuration;
};
}

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@ -11,7 +11,7 @@ namespace SoftGPU {
Image::Image(unsigned width, unsigned height, unsigned depth, unsigned max_levels, unsigned layers)
: m_num_layers(layers)
, m_mipmap_buffers(FixedArray<RefPtr<Typed3DBuffer<ColorType>>>::must_create_but_fixme_should_propagate_errors(layers * max_levels))
, m_mipmap_buffers(FixedArray<RefPtr<Typed3DBuffer<GPU::ColorType>>>::must_create_but_fixme_should_propagate_errors(layers * max_levels))
{
VERIFY(width > 0);
VERIFY(height > 0);
@ -26,7 +26,7 @@ Image::Image(unsigned width, unsigned height, unsigned depth, unsigned max_level
unsigned level;
for (level = 0; level < max_levels; ++level) {
for (unsigned layer = 0; layer < layers; ++layer)
m_mipmap_buffers[layer * layers + level] = MUST(Typed3DBuffer<ColorType>::try_create(width, height, depth));
m_mipmap_buffers[layer * layers + level] = MUST(Typed3DBuffer<GPU::ColorType>::try_create(width, height, depth));
if (width <= 1 && height <= 1 && depth <= 1)
break;

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@ -175,7 +175,7 @@ private:
unsigned m_num_levels { 0 };
unsigned m_num_layers { 0 };
FixedArray<RefPtr<Typed3DBuffer<ColorType>>> m_mipmap_buffers;
FixedArray<RefPtr<Typed3DBuffer<GPU::ColorType>>> m_mipmap_buffers;
bool m_width_is_power_of_two { false };
bool m_height_is_power_of_two { false };