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authorJelle Raaijmakers <jelle@gmta.nl>2022-05-08 02:13:14 +0200
committerLinus Groh <mail@linusgroh.de>2022-05-09 21:49:48 +0200
commita20bf80b050659466a1bd118d594103c20ec3e6d (patch)
tree3b62a66e28b3b62bdd61b504d498b1de5c23c53b /Userland/Libraries/LibGPU/Device.h
parent950ded7ab9768cb80117328a5d05dadee0b8b004 (diff)
downloadserenity-a20bf80b050659466a1bd118d594103c20ec3e6d.zip
LibGL+LibGPU+LibSoftGPU: Implement point and line drawing
Implement (anti)aliased point drawing and anti-aliased line drawing. Supported through LibGL's `GL_POINTS`, `GL_LINES`, `GL_LINE_LOOP` and `GL_LINE_STRIP`. In order to support this, `LibSoftGPU`s rasterization logic was reworked. Now, any primitive can be drawn by invoking `rasterize()` which takes care of the quad loop and fragment testing logic. Three callbacks need to be passed: * `set_coverage_mask`: the primitive needs to provide initial coverage mask information so fragments can be discarded early. * `set_quad_depth`: fragments survived stencil testing, so depth values need to be set so depth testing can take place. * `set_quad_attributes`: fragments survived depth testing, so fragment shading is going to take place. All attributes like color, tex coords and fog depth need to be set so alpha testing and eventually, fragment rasterization can take place. As of this commit, there are four instantiations of this function: * Triangle rasterization * Points - aliased * Points - anti-aliased * Lines - anti-aliased In order to standardize vertex processing for all primitive types, things like vertex transformation, lighting and tex coord generation are now taking place before clipping.
Diffstat (limited to 'Userland/Libraries/LibGPU/Device.h')
-rw-r--r--Userland/Libraries/LibGPU/Device.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/Userland/Libraries/LibGPU/Device.h b/Userland/Libraries/LibGPU/Device.h
index 39ae7262c4..43ad35da13 100644
--- a/Userland/Libraries/LibGPU/Device.h
+++ b/Userland/Libraries/LibGPU/Device.h
@@ -40,7 +40,7 @@ public:
virtual DeviceInfo info() const = 0;
- virtual void draw_primitives(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) = 0;
+ virtual void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<Vertex>& vertices, Vector<size_t> const& enabled_texture_units) = 0;
virtual void resize(Gfx::IntSize const& min_size) = 0;
virtual void clear_color(FloatVector4 const&) = 0;
virtual void clear_depth(DepthType) = 0;