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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.
214 lines
7.3 KiB
C++
214 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_IDEVICECOMMANDCONTEXT
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#define INCLUDED_RENDERER_BACKEND_IDEVICECOMMANDCONTEXT
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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/IDeviceObject.h"
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#include "renderer/backend/PipelineState.h"
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#include "renderer/backend/Sampler.h"
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#include <cstdint>
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#include <functional>
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namespace Renderer
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{
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namespace Backend
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{
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class IBuffer;
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class IDevice;
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class IFramebuffer;
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class ITexture;
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class IDeviceCommandContext : public IDeviceObject<IDeviceCommandContext>
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{
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public:
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/**
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* Binds the graphics pipeline state. It should be called only inside a
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* framebuffer pass and as rarely as possible.
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*/
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virtual void SetGraphicsPipelineState(IGraphicsPipelineState* pipelineState) = 0;
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// TODO: maybe we should add a more common type, like CRectI.
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struct Rect
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{
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int32_t x, y;
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int32_t width, height;
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};
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/**
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* Copies source region into destination region automatically applying
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* compatible format conversion and scaling using a provided filter.
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* A backbuffer can't be a source.
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*/
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virtual 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) = 0;
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/**
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* Resolves multisample source framebuffer attachments to destination
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* attachments. Source attachments should have a sample count > 1 and
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* destination attachments should have a sample count = 1.
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* A backbuffer can't be a source.
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*/
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virtual void ResolveFramebuffer(
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IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer) = 0;
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/**
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* Starts a framebuffer pass, performs attachment load operations.
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* It should be called as rarely as possible.
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*
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* @see IFramebuffer
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*/
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virtual void BeginFramebufferPass(IFramebuffer* framebuffer) = 0;
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/**
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* Finishes a framebuffer pass, performs attachment store operations.
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*/
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virtual void EndFramebufferPass() = 0;
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/**
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* Clears all mentioned attachments. Prefer to use attachment load operations over
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* this function. It should be called only inside a framebuffer pass.
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*/
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virtual void ClearFramebuffer(const bool color, const bool depth, const bool stencil) = 0;
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/**
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* Readbacks the current backbuffer to data in R8G8B8_UNORM format somewhen
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* between the function call and Flush (inclusively). Because of that the
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* data pointer should be valid in that time period and have enough space
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* to fit the readback result.
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* @note this operation is very slow and should not be used regularly.
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* TODO: ideally we should do readback on Present or even asynchronously
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* but a client doesn't support that yet.
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*/
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virtual 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) = 0;
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virtual 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) = 0;
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virtual 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) = 0;
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using UploadBufferFunction = std::function<void(u8*)>;
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virtual void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) = 0;
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virtual void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) = 0;
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virtual void UploadBufferRegion(
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IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) = 0;
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virtual void UploadBufferRegion(
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IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
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const UploadBufferFunction& uploadFunction) = 0;
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virtual void SetScissors(const uint32_t scissorCount, const Rect* scissors) = 0;
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virtual void SetViewports(const uint32_t viewportCount, const Rect* viewports) = 0;
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/**
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* Binds the vertex input layout. It should be compatible with the shader
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* program's one. It should be called only inside a framebuffer pass and as
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* rarely as possible.
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*/
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virtual void SetVertexInputLayout(
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IVertexInputLayout* vertexInputLayout) = 0;
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virtual void SetVertexBuffer(
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const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) = 0;
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virtual void SetVertexBufferData(
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const uint32_t bindingSlot, const void* data, const uint32_t dataSize) = 0;
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virtual void SetIndexBuffer(IBuffer* buffer) = 0;
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virtual void SetIndexBufferData(const void* data, const uint32_t dataSize) = 0;
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virtual void BeginPass() = 0;
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virtual void EndPass() = 0;
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virtual void Draw(const uint32_t firstVertex, const uint32_t vertexCount) = 0;
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virtual void DrawIndexed(
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const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) = 0;
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virtual 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) = 0;
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virtual 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) = 0;
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// TODO: should be removed when performance impact is minimal on slow hardware.
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virtual 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) = 0;
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virtual void SetTexture(const int32_t bindingSlot, ITexture* texture) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot,
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const float value) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY) = 0;
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virtual 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) = 0;
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virtual 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) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot, PS::span<const float> values) = 0;
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virtual void BeginScopedLabel(const char* name) = 0;
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virtual void EndScopedLabel() = 0;
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virtual void Flush() = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#define GPU_SCOPED_LABEL(deviceCommandContext, name) \
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GPUScopedLabel scopedLabel((deviceCommandContext), (name));
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class GPUScopedLabel
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{
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public:
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GPUScopedLabel(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const char* name)
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: m_DeviceCommandContext(deviceCommandContext)
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{
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m_DeviceCommandContext->BeginScopedLabel(name);
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}
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~GPUScopedLabel()
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{
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m_DeviceCommandContext->EndScopedLabel();
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}
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private:
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Renderer::Backend::IDeviceCommandContext* m_DeviceCommandContext = nullptr;
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};
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#endif // INCLUDED_RENDERER_BACKEND_IDEVICECOMMANDCONTEXT
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