0ad/source/renderer/backend/gl/Device.h
vladislavbelov 36833d1df2 Moves max texture size to backend device capabilities.
This was SVN commit r26409.
2022-02-18 23:17:48 +00:00

134 lines
3.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_GL_DEVICE
#define INCLUDED_RENDERER_BACKEND_GL_DEVICE
#include "renderer/backend/Format.h"
#include "renderer/backend/gl/Buffer.h"
#include "renderer/backend/gl/Framebuffer.h"
#include "renderer/backend/gl/Texture.h"
#include "scriptinterface/ScriptForward.h"
#include <memory>
#include <string>
#include <vector>
typedef struct SDL_Window SDL_Window;
typedef void* SDL_GLContext;
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CDeviceCommandContext;
class CDevice
{
public:
struct Capabilities
{
bool S3TC;
bool ARBShaders;
bool ARBShadersShadow;
bool debugLabels;
bool debugScopedLabels;
bool multisampling;
bool anisotropicFiltering;
uint32_t maxSampleCount;
float maxAnisotropy;
uint32_t maxTextureSize;
};
~CDevice();
/**
* Creates the GL device and the GL context for the window if it presents.
*/
static std::unique_ptr<CDevice> Create(SDL_Window* window, const bool arb);
const std::string& GetName() const { return m_Name; }
const std::string& GetVersion() const { return m_Version; }
const std::string& GetDriverInformation() const { return m_DriverInformation; }
const std::vector<std::string>& GetExtensions() const { return m_Extensions; }
void Report(const ScriptRequest& rq, JS::HandleValue settings);
CFramebuffer* GetCurrentBackbuffer() { return m_Backbuffer.get(); }
std::unique_ptr<CDeviceCommandContext> CreateCommandContext();
CDeviceCommandContext* GetActiveCommandContext() { return m_ActiveCommandContext; }
std::unique_ptr<CTexture> CreateTexture(const char* name, const CTexture::Type type,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount);
std::unique_ptr<CTexture> CreateTexture2D(const char* name,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1);
std::unique_ptr<CFramebuffer> CreateFramebuffer(
const char* name, CTexture* colorAttachment,
CTexture* depthStencilAttachment);
std::unique_ptr<CFramebuffer> CreateFramebuffer(
const char* name, CTexture* colorAttachment,
CTexture* depthStencilAttachment, const CColor& clearColor);
std::unique_ptr<CBuffer> CreateBuffer(
const char* name, const CBuffer::Type type, const uint32_t size, const bool dynamic);
void Present();
bool IsFormatSupported(const Format format) const;
const Capabilities& GetCapabilities() const { return m_Capabilities; }
private:
CDevice();
SDL_Window* m_Window = nullptr;
SDL_GLContext m_Context = nullptr;
std::string m_Name;
std::string m_Version;
std::string m_DriverInformation;
std::vector<std::string> m_Extensions;
// GL can have the only one command context at once.
// TODO: remove as soon as we have no GL code outside backend, currently
// it's used only as a helper for transition.
CDeviceCommandContext* m_ActiveCommandContext = nullptr;
std::unique_ptr<CFramebuffer> m_Backbuffer;
Capabilities m_Capabilities{};
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_DEVICE