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With C++20 the custom container PS:span, which was a backport of std::span is no longer needed. Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
273 lines
9.2 KiB
C++
273 lines
9.2 KiB
C++
/* Copyright (C) 2025 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 "lib/types.h"
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#include "renderer/backend/IDeviceObject.h"
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#include <cstddef>
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#include <cstdint>
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#include <functional>
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#include <span>
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namespace Renderer::Backend { class IComputePipelineState; }
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namespace Renderer::Backend { class IGraphicsPipelineState; }
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namespace Renderer::Backend { class IVertexInputLayout; }
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namespace Renderer::Backend { enum class Format; }
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namespace Renderer::Backend::Sampler { enum class Filter; }
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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 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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/**
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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 SetComputePipelineState(IComputePipelineState* 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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/**
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* Starts a compute pass, can't be called inside a framebuffer pass.
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* It should be called as rarely as possible.
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*/
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virtual void BeginComputePass() = 0;
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/**
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* Finishes a compute pass.
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*/
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virtual void EndComputePass() = 0;
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/**
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* Dispatches groupCountX * groupCountY * groupCountZ compute groups.
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*/
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virtual void Dispatch(
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const uint32_t groupCountX,
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const uint32_t groupCountY,
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const uint32_t groupCountZ) = 0;
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/**
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* Inserts a memory barrier which guarantees that all memory accesses
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* matched by `srcAccessMask` in src are completed before all memory accesses
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* described by `dstAccessMask` in dst.
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*/
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virtual void InsertMemoryBarrier(
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const uint32_t srcStageMask, const uint32_t dstStageMask,
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const uint32_t srcAccessMask, const uint32_t dstAccessMask) = 0;
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/**
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* Sets a read-only texture to the binding slot.
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*/
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virtual void SetTexture(const int32_t bindingSlot, ITexture* texture) = 0;
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/**
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* Sets a read & write resource to the binding slot.
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*/
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virtual void SetStorageTexture(const int32_t bindingSlot, ITexture* texture) = 0;
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virtual void SetStorageBuffer(const int32_t bindingSlot, IBuffer* buffer) = 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, std::span<const float> values) = 0;
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/**
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* Insert a timestamp query which can be later requested via IDevice.
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* @see IDevice::IsQueryResultAvailable
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* It can be used only outside of a framebuffer pass. The query must
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* not be used till Flush.
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*
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* @param handle Must be a valid handle to a query.
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* @param isScopeBegin True if it's a scope start.
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*/
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virtual void InsertTimestampQuery(const uint32_t handle, const bool isScopeBegin) = 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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