0ad/source/renderer/backend/vulkan/Device.cpp
2022-10-11 22:48:07 +00:00

179 lines
4.2 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/>.
*/
#include "precompiled.h"
#include "Device.h"
#include "lib/external_libraries/libsdl.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRequest.h"
#if SDL_VERSION_ATLEAST(2, 0, 8)
#include <SDL_vulkan.h>
#endif
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
// static
std::unique_ptr<CDevice> CDevice::Create(SDL_Window* UNUSED(window))
{
std::unique_ptr<CDevice> device(new CDevice());
return device;
}
CDevice::CDevice() = default;
CDevice::~CDevice() = default;
void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings)
{
Script::SetProperty(rq, settings, "name", "vulkan");
std::string vulkanSupport = "unsupported";
// According to http://wiki.libsdl.org/SDL_Vulkan_LoadLibrary the following
// functionality is supported since SDL 2.0.8.
#if SDL_VERSION_ATLEAST(2, 0, 8)
if (!SDL_Vulkan_LoadLibrary(nullptr))
{
void* vkGetInstanceProcAddr = SDL_Vulkan_GetVkGetInstanceProcAddr();
if (vkGetInstanceProcAddr)
vulkanSupport = "supported";
else
vulkanSupport = "noprocaddr";
SDL_Vulkan_UnloadLibrary();
}
else
{
vulkanSupport = "cantload";
}
#endif
Script::SetProperty(rq, settings, "status", vulkanSupport);
}
IFramebuffer* CDevice::GetCurrentBackbuffer()
{
return nullptr;
}
std::unique_ptr<IDeviceCommandContext> CDevice::CreateCommandContext()
{
return nullptr;
}
std::unique_ptr<ITexture> CDevice::CreateTexture(const char* name, const ITexture::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)
{
UNUSED2(name);
UNUSED2(type);
UNUSED2(format);
UNUSED2(width);
UNUSED2(height);
UNUSED2(defaultSamplerDesc);
UNUSED2(MIPLevelCount);
UNUSED2(sampleCount);
return nullptr;
}
std::unique_ptr<ITexture> CDevice::CreateTexture2D(const char* name,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount)
{
UNUSED2(name);
UNUSED2(format);
UNUSED2(width);
UNUSED2(height);
UNUSED2(defaultSamplerDesc);
UNUSED2(MIPLevelCount);
UNUSED2(sampleCount);
return nullptr;
}
std::unique_ptr<IFramebuffer> CDevice::CreateFramebuffer(
const char* name, ITexture* colorAttachment,
ITexture* depthStencilAttachment)
{
UNUSED2(name);
UNUSED2(colorAttachment);
UNUSED2(depthStencilAttachment);
return nullptr;
}
std::unique_ptr<IFramebuffer> CDevice::CreateFramebuffer(
const char* name, ITexture* colorAttachment,
ITexture* depthStencilAttachment, const CColor& clearColor)
{
UNUSED2(name);
UNUSED2(colorAttachment);
UNUSED2(depthStencilAttachment);
UNUSED2(clearColor);
return nullptr;
}
std::unique_ptr<IBuffer> CDevice::CreateBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic)
{
UNUSED2(name);
UNUSED2(type);
UNUSED2(size);
UNUSED2(dynamic);
return nullptr;
}
std::unique_ptr<IShaderProgram> CDevice::CreateShaderProgram(
const CStr& name, const CShaderDefines& defines)
{
UNUSED2(name);
UNUSED2(defines);
return nullptr;
}
void CDevice::AcquireNextBackbuffer()
{
}
void CDevice::Present()
{
}
bool CDevice::IsTextureFormatSupported(const Format format) const
{
UNUSED2(format);
return false;
}
bool CDevice::IsFramebufferFormatSupported(const Format format) const
{
UNUSED2(format);
return false;
}
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer