/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT #define INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT #include "lib/ogl.h" #include "renderer/backend/Format.h" #include "renderer/backend/gl/Buffer.h" #include "renderer/backend/PipelineState.h" #include #include #include #include #include #include namespace Renderer { namespace Backend { namespace GL { class CDevice; class CFramebuffer; class CTexture; class CDeviceCommandContext { public: ~CDeviceCommandContext(); CDevice* GetDevice() { return m_Device; } void SetGraphicsPipelineState(const GraphicsPipelineStateDesc& pipelineStateDesc); void BlitFramebuffer(CFramebuffer* destinationFramebuffer, CFramebuffer* sourceFramebuffer); void ClearFramebuffer(); void ClearFramebuffer(const bool color, const bool depth, const bool stencil); void SetFramebuffer(CFramebuffer* framebuffer); void UploadTexture(CTexture* texture, const Format dataFormat, const void* data, const size_t dataSize, const uint32_t level = 0, const uint32_t layer = 0); void UploadTextureRegion(CTexture* texture, const Format dataFormat, const void* data, const size_t dataSize, const uint32_t xOffset, const uint32_t yOffset, const uint32_t width, const uint32_t height, const uint32_t level = 0, const uint32_t layer = 0); using UploadBufferFunction = std::function; void UploadBuffer(CBuffer* buffer, const void* data, const uint32_t dataSize); void UploadBuffer(CBuffer* buffer, const UploadBufferFunction& uploadFunction); void UploadBufferRegion( CBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize); void UploadBufferRegion( CBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize, const UploadBufferFunction& uploadFunction); // TODO: maybe we should add a more common type, like CRectI. struct ScissorRect { int32_t x, y; int32_t width, height; }; void SetScissors(const uint32_t scissorCount, const ScissorRect* scissors); void BeginScopedLabel(const char* name); void EndScopedLabel(); // TODO: remove direct binding after moving shaders. void BindTexture(const uint32_t unit, const GLenum target, const GLuint handle); void BindBuffer(const CBuffer::Type type, CBuffer* buffer); void Flush(); private: friend class CDevice; static std::unique_ptr Create(CDevice* device); CDeviceCommandContext(CDevice* device); void ResetStates(); void SetGraphicsPipelineStateImpl( const GraphicsPipelineStateDesc& pipelineStateDesc, const bool force); CDevice* m_Device = nullptr; GraphicsPipelineStateDesc m_GraphicsPipelineStateDesc{}; CFramebuffer* m_Framebuffer = nullptr; uint32_t m_ScissorCount = 0; // GL2.1 doesn't support more than 1 scissor. std::array m_Scissors; uint32_t m_ScopedLabelDepth = 0; uint32_t m_ActiveTextureUnit = 0; using BindUnit = std::pair; std::array m_BoundTextures; class ScopedBind { public: ScopedBind(CDeviceCommandContext* deviceCommandContext, const GLenum target, const GLuint handle); ~ScopedBind(); private: CDeviceCommandContext* m_DeviceCommandContext = nullptr; BindUnit m_OldBindUnit; }; }; } // namespace GL } // namespace Backend } // namespace Renderer #define GPU_SCOPED_LABEL(deviceCommandContext, name) \ GPUScopedLabel scopedLabel((deviceCommandContext), (name)); class GPUScopedLabel { public: GPUScopedLabel( Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, const char* name) : m_DeviceCommandContext(deviceCommandContext) { m_DeviceCommandContext->BeginScopedLabel(name); } ~GPUScopedLabel() { m_DeviceCommandContext->EndScopedLabel(); } private: Renderer::Backend::GL::CDeviceCommandContext* m_DeviceCommandContext = nullptr; }; #endif // INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT