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https://gitea.wildfiregames.com/0ad/0ad
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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
171 lines
4.6 KiB
C++
171 lines
4.6 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Device.h"
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#include "renderer/backend/dummy/Buffer.h"
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#include "renderer/backend/dummy/DeviceCommandContext.h"
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#include "renderer/backend/dummy/Framebuffer.h"
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#include "renderer/backend/dummy/PipelineState.h"
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#include "renderer/backend/dummy/ShaderProgram.h"
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#include "renderer/backend/dummy/Texture.h"
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#include "scriptinterface/JSON.h"
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#include "scriptinterface/Object.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptRequest.h"
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namespace Renderer
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{
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namespace Backend
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{
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namespace Dummy
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{
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CDevice::CDevice()
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{
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m_Name = "Dummy";
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m_Version = "Unknown";
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m_DriverInformation = "Unknown";
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m_Extensions = {};
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m_Backbuffer = CFramebuffer::Create(this);
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m_Capabilities.S3TC = true;
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m_Capabilities.ARBShaders = false;
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m_Capabilities.ARBShadersShadow = false;
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m_Capabilities.computeShaders = true;
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m_Capabilities.debugLabels = true;
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m_Capabilities.debugScopedLabels = true;
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m_Capabilities.multisampling = true;
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m_Capabilities.anisotropicFiltering = true;
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m_Capabilities.maxSampleCount = 4u;
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m_Capabilities.maxAnisotropy = 16.0f;
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m_Capabilities.maxTextureSize = 8192u;
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m_Capabilities.instancing = true;
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}
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CDevice::~CDevice() = default;
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void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings)
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{
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Script::SetProperty(rq, settings, "name", "dummy");
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}
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std::unique_ptr<IDeviceCommandContext> CDevice::CreateCommandContext()
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{
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return CDeviceCommandContext::Create(this);
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}
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std::unique_ptr<IGraphicsPipelineState> CDevice::CreateGraphicsPipelineState(
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const SGraphicsPipelineStateDesc& pipelineStateDesc)
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{
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return CGraphicsPipelineState::Create(this, pipelineStateDesc);
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}
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std::unique_ptr<IVertexInputLayout> CDevice::CreateVertexInputLayout(
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const PS::span<const SVertexAttributeFormat> UNUSED(attributes))
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{
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return nullptr;
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}
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std::unique_ptr<ITexture> CDevice::CreateTexture(
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const char* UNUSED(name), const CTexture::Type type, const uint32_t usage,
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const Format format, const uint32_t width, const uint32_t height,
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const Sampler::Desc& UNUSED(defaultSamplerDesc), const uint32_t MIPLevelCount, const uint32_t UNUSED(sampleCount))
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{
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return CTexture::Create(this, type, usage, format, width, height, MIPLevelCount);
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}
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std::unique_ptr<ITexture> CDevice::CreateTexture2D(
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const char* name, const uint32_t usage,
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const Format format, const uint32_t width, const uint32_t height,
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const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount)
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{
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return CreateTexture(name, ITexture::Type::TEXTURE_2D, usage,
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format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount);
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}
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std::unique_ptr<IFramebuffer> CDevice::CreateFramebuffer(
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const char*, SColorAttachment*, SDepthStencilAttachment*)
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{
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return CFramebuffer::Create(this);
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}
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std::unique_ptr<IBuffer> CDevice::CreateBuffer(
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const char*, const CBuffer::Type type, const uint32_t size, const bool dynamic)
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{
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return CBuffer::Create(this, type, size, dynamic);
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}
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std::unique_ptr<IShaderProgram> CDevice::CreateShaderProgram(
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const CStr&, const CShaderDefines&)
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{
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return CShaderProgram::Create(this);
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}
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bool CDevice::AcquireNextBackbuffer()
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{
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// We have nothing to acquire.
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return true;
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}
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IFramebuffer* CDevice::GetCurrentBackbuffer(
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const AttachmentLoadOp, const AttachmentStoreOp,
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const AttachmentLoadOp, const AttachmentStoreOp)
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{
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return m_Backbuffer.get();
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}
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void CDevice::Present()
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{
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// We have nothing to present.
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}
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void CDevice::OnWindowResize(const uint32_t UNUSED(width), const uint32_t UNUSED(height))
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{
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}
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bool CDevice::IsTextureFormatSupported(const Format UNUSED(format)) const
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{
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return true;
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}
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bool CDevice::IsFramebufferFormatSupported(const Format UNUSED(format)) const
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{
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return true;
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}
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Format CDevice::GetPreferredDepthStencilFormat(
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const uint32_t, const bool, const bool) const
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{
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return Format::D24_UNORM_S8_UINT;
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}
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std::unique_ptr<IDevice> CreateDevice(SDL_Window* UNUSED(window))
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{
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return std::make_unique<Dummy::CDevice>();
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}
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} // namespace Dummy
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} // namespace Backend
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} // namespace Renderer
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