// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef sw_VertexPipeline_hpp #define sw_VertexPipeline_hpp #include "VertexRoutine.hpp" #include "Renderer/Context.hpp" #include "Renderer/VertexProcessor.hpp" namespace sw { class VertexPipeline : public VertexRoutine { public: VertexPipeline(const VertexProcessor::State &state); virtual ~VertexPipeline(); private: void pipeline(UInt &index) override; void processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position); void processPointSize(); Vector4f transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogenous); Vector4f transform(const Register &src, const Pointer<Byte> &matrix, bool homogenous); Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenous); Vector4f normalize(Vector4f &src); Float4 power(Float4 &src0, Float4 &src1); }; }; #endif // sw_VertexPipeline_hpp