/* 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 . */ #include "precompiled.h" #include "Device.h" #include "lib/external_libraries/libsdl.h" #include "scriptinterface/JSON.h" #include "scriptinterface/Object.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRequest.h" #if SDL_VERSION_ATLEAST(2, 0, 8) #include #endif namespace Renderer { namespace Backend { namespace Vulkan { // static std::unique_ptr CDevice::Create(SDL_Window* UNUSED(window)) { std::unique_ptr device(new CDevice()); return device; } CDevice::CDevice() = default; CDevice::~CDevice() = default; void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings) { Script::SetProperty(rq, settings, "name", "vulkan"); std::string vulkanSupport = "unsupported"; // According to http://wiki.libsdl.org/SDL_Vulkan_LoadLibrary the following // functionality is supported since SDL 2.0.8. #if SDL_VERSION_ATLEAST(2, 0, 8) if (!SDL_Vulkan_LoadLibrary(nullptr)) { void* vkGetInstanceProcAddr = SDL_Vulkan_GetVkGetInstanceProcAddr(); if (vkGetInstanceProcAddr) vulkanSupport = "supported"; else vulkanSupport = "noprocaddr"; SDL_Vulkan_UnloadLibrary(); } else { vulkanSupport = "cantload"; } #endif Script::SetProperty(rq, settings, "status", vulkanSupport); } IFramebuffer* CDevice::GetCurrentBackbuffer() { return nullptr; } std::unique_ptr CDevice::CreateCommandContext() { return nullptr; } std::unique_ptr CDevice::CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { UNUSED2(name); UNUSED2(type); UNUSED2(usage); UNUSED2(format); UNUSED2(width); UNUSED2(height); UNUSED2(defaultSamplerDesc); UNUSED2(MIPLevelCount); UNUSED2(sampleCount); return nullptr; } std::unique_ptr CDevice::CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { return CreateTexture( name, ITexture::Type::TEXTURE_2D, usage, format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount); } std::unique_ptr CDevice::CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) { UNUSED2(name); UNUSED2(colorAttachment); UNUSED2(depthStencilAttachment); return nullptr; } std::unique_ptr CDevice::CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) { UNUSED2(name); UNUSED2(colorAttachment); UNUSED2(depthStencilAttachment); UNUSED2(clearColor); return nullptr; } std::unique_ptr CDevice::CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) { UNUSED2(name); UNUSED2(type); UNUSED2(size); UNUSED2(dynamic); return nullptr; } std::unique_ptr CDevice::CreateShaderProgram( const CStr& name, const CShaderDefines& defines) { UNUSED2(name); UNUSED2(defines); return nullptr; } bool CDevice::AcquireNextBackbuffer() { return false; } void CDevice::Present() { } bool CDevice::IsTextureFormatSupported(const Format format) const { UNUSED2(format); return false; } bool CDevice::IsFramebufferFormatSupported(const Format format) const { UNUSED2(format); return false; } std::unique_ptr CreateDevice(SDL_Window* window) { return Vulkan::CDevice::Create(window); } } // namespace Vulkan } // namespace Backend } // namespace Renderer