mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-06 23:15:47 -07:00
134 lines
3.9 KiB
C++
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
|