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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.
240 lines
7.3 KiB
C++
240 lines
7.3 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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#ifndef INCLUDED_RENDERER_BACKEND_GL_DEVICECOMMANDCONTEXT
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#define INCLUDED_RENDERER_BACKEND_GL_DEVICECOMMANDCONTEXT
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#include "lib/ogl.h"
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#include "ps/containers/Span.h"
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#include "renderer/backend/Format.h"
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#include "renderer/backend/gl/Buffer.h"
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#include "renderer/backend/IDeviceCommandContext.h"
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#include "renderer/backend/PipelineState.h"
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#include <array>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <utility>
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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 GL
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{
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class CDevice;
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class CFramebuffer;
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class CShaderProgram;
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class CTexture;
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class CDeviceCommandContext final : public IDeviceCommandContext
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{
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public:
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~CDeviceCommandContext();
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IDevice* GetDevice() override;
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void SetGraphicsPipelineState(const SGraphicsPipelineStateDesc& pipelineState);
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void SetGraphicsPipelineState(IGraphicsPipelineState* pipelineState) override;
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void BlitFramebuffer(
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IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer,
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const Rect& sourceRegion, const Rect& destinationRegion,
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const Sampler::Filter filter) override;
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void ResolveFramebuffer(
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IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer) override;
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void BeginFramebufferPass(IFramebuffer* framebuffer) override;
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void EndFramebufferPass() override;
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void ClearFramebuffer(const bool color, const bool depth, const bool stencil) override;
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void ReadbackFramebufferSync(
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const uint32_t x, const uint32_t y, const uint32_t width, const uint32_t height,
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void* data) override;
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void UploadTexture(ITexture* texture, const Format dataFormat,
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const void* data, const size_t dataSize,
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const uint32_t level = 0, const uint32_t layer = 0) override;
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void UploadTextureRegion(ITexture* texture, const Format dataFormat,
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const void* data, const size_t dataSize,
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const uint32_t xOffset, const uint32_t yOffset,
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const uint32_t width, const uint32_t height,
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const uint32_t level = 0, const uint32_t layer = 0) override;
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using UploadBufferFunction = std::function<void(u8*)>;
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void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) override;
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void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) override;
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void UploadBufferRegion(
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IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) override;
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void UploadBufferRegion(
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IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
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const UploadBufferFunction& uploadFunction) override;
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void SetScissors(const uint32_t scissorCount, const Rect* scissors) override;
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void SetViewports(const uint32_t viewportCount, const Rect* viewports) override;
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void SetVertexInputLayout(
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IVertexInputLayout* vertexInputLayout) override;
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void SetVertexBuffer(
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const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) override;
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void SetVertexBufferData(
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const uint32_t bindingSlot, const void* data, const uint32_t dataSize) override;
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void SetIndexBuffer(IBuffer* buffer) override;
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void SetIndexBufferData(const void* data, const uint32_t dataSize) override;
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void BeginPass() override;
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void EndPass() override;
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void Draw(const uint32_t firstVertex, const uint32_t vertexCount) override;
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void DrawIndexed(
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const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) override;
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void DrawInstanced(
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const uint32_t firstVertex, const uint32_t vertexCount,
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const uint32_t firstInstance, const uint32_t instanceCount) override;
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void DrawIndexedInstanced(
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const uint32_t firstIndex, const uint32_t indexCount,
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const uint32_t firstInstance, const uint32_t instanceCount,
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const int32_t vertexOffset) override;
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void DrawIndexedInRange(
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const uint32_t firstIndex, const uint32_t indexCount,
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const uint32_t start, const uint32_t end) override;
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void SetTexture(const int32_t bindingSlot, ITexture* texture) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float value) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ, const float valueW) override;
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void SetUniform(
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const int32_t bindingSlot, PS::span<const float> values) override;
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void BeginScopedLabel(const char* name) override;
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void EndScopedLabel() override;
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void Flush() override;
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// We need to know when to invalidate our texture bind cache.
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void OnTextureDestroy(CTexture* texture);
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private:
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friend class CDevice;
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friend class CTexture;
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static std::unique_ptr<CDeviceCommandContext> Create(CDevice* device);
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CDeviceCommandContext(CDevice* device);
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void ResetStates();
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void SetGraphicsPipelineStateImpl(
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const SGraphicsPipelineStateDesc& pipelineStateDesc, const bool force);
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void BindTexture(const uint32_t unit, const GLenum target, const GLuint handle);
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void BindBuffer(const IBuffer::Type type, CBuffer* buffer);
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CDevice* m_Device = nullptr;
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SGraphicsPipelineStateDesc m_GraphicsPipelineStateDesc{};
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CFramebuffer* m_Framebuffer = nullptr;
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CShaderProgram* m_ShaderProgram = nullptr;
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uint32_t m_ScissorCount = 0;
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// GL2.1 doesn't support more than 1 scissor.
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std::array<Rect, 1> m_Scissors;
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uint32_t m_ScopedLabelDepth = 0;
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CBuffer* m_VertexBuffer = nullptr;
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CBuffer* m_IndexBuffer = nullptr;
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const void* m_IndexBufferData = nullptr;
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bool m_InsideFramebufferPass = false;
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bool m_InsidePass = false;
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uint32_t m_ActiveTextureUnit = 0;
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struct BindUnit
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{
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GLenum target;
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GLuint handle;
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};
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std::array<BindUnit, 16> m_BoundTextures;
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class ScopedBind
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{
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public:
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ScopedBind(CDeviceCommandContext* deviceCommandContext,
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const GLenum target, const GLuint handle);
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~ScopedBind();
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private:
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CDeviceCommandContext* m_DeviceCommandContext = nullptr;
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BindUnit m_OldBindUnit;
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uint32_t m_ActiveTextureUnit = 0;
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};
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using BoundBuffer = std::pair<GLenum, GLuint>;
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std::array<BoundBuffer, 2> m_BoundBuffers;
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class ScopedBufferBind
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{
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public:
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ScopedBufferBind(
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CDeviceCommandContext* deviceCommandContext, CBuffer* buffer);
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~ScopedBufferBind();
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private:
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CDeviceCommandContext* m_DeviceCommandContext = nullptr;
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size_t m_CacheIndex = 0;
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};
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struct VertexAttributeFormat
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{
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Format format;
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uint32_t offset;
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uint32_t stride;
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VertexAttributeRate rate;
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uint32_t bindingSlot;
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bool active;
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bool initialized;
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};
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std::array<
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VertexAttributeFormat,
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static_cast<size_t>(VertexAttributeStream::UV7) + 1> m_VertexAttributeFormat;
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};
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} // namespace GL
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_GL_DEVICECOMMANDCONTEXT
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