mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
It allows us more flexibility on how we control swapchain. That includes toggling V-Sync in real time.
236 lines
7.7 KiB
C++
236 lines
7.7 KiB
C++
/* Copyright (C) 2026 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_IDEVICE
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#define INCLUDED_RENDERER_BACKEND_IDEVICE
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#include "graphics/Color.h"
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#include "renderer/backend/IBuffer.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/backend/ITexture.h"
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#include <cstdint>
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#include <js/TypeDecls.h>
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#include <memory>
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#include <span>
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#include <string>
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#include <variant>
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#include <vector>
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class CShaderDefines;
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class CStr;
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class ScriptRequest;
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namespace Renderer::Backend { class IComputePipelineState; }
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namespace Renderer::Backend { class IDeviceCommandContext; }
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namespace Renderer::Backend { class IFramebuffer; }
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namespace Renderer::Backend { class IGraphicsPipelineState; }
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namespace Renderer::Backend { class IShaderProgram; }
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namespace Renderer::Backend { class ISwapChain; }
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namespace Renderer::Backend { class IVertexInputLayout; }
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namespace Renderer::Backend { enum class AttachmentLoadOp; }
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namespace Renderer::Backend { enum class AttachmentStoreOp; }
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namespace Renderer::Backend { enum class Backend; }
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namespace Renderer::Backend { enum class Format; }
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namespace Renderer::Backend { struct SColorAttachment; }
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namespace Renderer::Backend { struct SComputePipelineStateDesc; }
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namespace Renderer::Backend { struct SDepthStencilAttachment; }
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namespace Renderer::Backend { struct SGraphicsPipelineStateDesc; }
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namespace Renderer::Backend { struct SVertexAttributeFormat; }
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namespace Renderer::Backend::Sampler { struct Desc; }
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typedef struct SDL_Window SDL_Window;
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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 IDevice
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{
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public:
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struct Capabilities
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{
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bool S3TC;
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bool computeShaders;
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bool debugLabels;
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bool debugScopedLabels;
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bool multisampling;
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bool anisotropicFiltering;
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uint32_t maxSampleCount;
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float maxAnisotropy;
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uint32_t maxTextureSize;
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bool instancing;
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bool storage;
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bool timestamps;
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double timestampMultiplier;
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};
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/**
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* It's a responsibility of a device owner to make sure (via WaitUntilIdle)
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* that the device is available to be destroyed.
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*/
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virtual ~IDevice() {}
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virtual Backend GetBackend() const = 0;
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virtual const std::string& GetName() const = 0;
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virtual const std::string& GetVersion() const = 0;
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virtual const std::string& GetDriverInformation() const = 0;
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virtual const std::vector<std::string>& GetExtensions() const = 0;
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virtual void Report(const ScriptRequest& rq, JS::HandleValue settings) = 0;
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virtual std::unique_ptr<IDeviceCommandContext> CreateCommandContext() = 0;
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/**
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* To be able to present something on a window it needs to create swapchain
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* which provides framebuffer to output rendering result. Generally it's
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* not allowed to have multiple swapchains for the same window.
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*
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* We use the provided surface size when the window is nullptr. It's used
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* in Atlas when we don't have an SDL_Window.
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*
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* @return A valid swapchain if it was created successfully else nullptr.
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*/
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virtual std::unique_ptr<ISwapChain> CreateSwapChain(
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const char* name, SDL_Window* window,
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int surfaceDrawableWidth, int surfaceDrawableHeight, const bool vsync,
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std::unique_ptr<ISwapChain> oldSwapChain) = 0;
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/**
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* Waits until all submitted work (via DeviceCommandContext::Flush) to
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* backend is completed and it's safe to release a resource like SwapChain.
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*/
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virtual void WaitUntilIdle() = 0;
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/**
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* Creates a graphics pipeline state. It's a caller responsibility to
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* guarantee a lifespan of IShaderProgram stored in the description.
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*/
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virtual std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
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const SGraphicsPipelineStateDesc& pipelineStateDesc) = 0;
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/**
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* Creates a compute pipeline state. It's a caller responsibility to
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* guarantee a lifespan of IShaderProgram stored in the description.
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*/
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virtual std::unique_ptr<IComputePipelineState> CreateComputePipelineState(
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const SComputePipelineStateDesc& pipelineStateDesc) = 0;
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/**
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* Creates a vertex input layout. It's recommended to use as few different
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* layouts as posible.
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*/
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virtual std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
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const std::span<const SVertexAttributeFormat> attributes) = 0;
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virtual std::unique_ptr<ITexture> CreateTexture(
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const char* name, const ITexture::Type type, const uint32_t usage,
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const Format format, const uint32_t width, const uint32_t height,
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const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) = 0;
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virtual std::unique_ptr<ITexture> CreateTexture2D(
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const char* name, const uint32_t usage,
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const Format format, const uint32_t width, const uint32_t height,
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const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) = 0;
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/**
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* @see IFramebuffer
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*
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* The color attachment and the depth-stencil attachment should not be
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* nullptr at the same time. There should not be many different clear
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* colors along all color attachments for all framebuffers created for
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* the device.
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*
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* @return A valid framebuffer if it was created successfully else nullptr.
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*/
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virtual std::unique_ptr<IFramebuffer> CreateFramebuffer(
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const char* name, SColorAttachment* colorAttachment,
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SDepthStencilAttachment* depthStencilAttachment) = 0;
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virtual std::unique_ptr<IBuffer> CreateBuffer(
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const char* name, const IBuffer::Type type, const uint32_t size, const uint32_t usage) = 0;
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virtual std::unique_ptr<IShaderProgram> CreateShaderProgram(
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const CStr& name, const CShaderDefines& defines) = 0;
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virtual bool IsTextureFormatSupported(const Format format) const = 0;
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virtual bool IsFramebufferFormatSupported(const Format format) const = 0;
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/**
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* Returns the most suitable format for the usage. Returns
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* Format::UNDEFINED if there is no such format.
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*/
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virtual Format GetPreferredDepthStencilFormat(
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const uint32_t usage, const bool depth, const bool stencil) const = 0;
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virtual uint32_t AllocateQuery() = 0;
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virtual void FreeQuery(const uint32_t handle) = 0;
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/**
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* @see GetQueryResult
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*
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* It must be called only if the query was submitted via
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* IDeviceCommandContext::Flush.
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*
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* @param handle Must be a valid handle of a query.
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*
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* @return True if a result for the query is available.
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*/
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virtual bool IsQueryResultAvailable(const uint32_t handle) const = 0;
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/**
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* After a call of the function the query result becomes invalid.
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*
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* @param handle Must be a valid handle of a query.
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*
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* @return A result for the query. The result is undefined if the query isn't
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* ready.
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*/
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virtual uint64_t GetQueryResult(const uint32_t handle) = 0;
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virtual const Capabilities& GetCapabilities() const = 0;
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/**
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* Collects backend-specific statistics.
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*/
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struct StatisticsItem
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{
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std::string_view name;
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std::string_view unit;
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std::variant<float, uint32_t> value;
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// clang can't do emplace_back yet because of the aggregate type.
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StatisticsItem(
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std::string_view name, std::string_view unit,
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std::variant<float, uint32_t> value)
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: name(name), unit(unit), value(value)
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{
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}
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};
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using StatisticsVector = std::vector<StatisticsItem>;
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virtual void CollectStatistics(StatisticsVector& statistics) const = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_IDEVICE
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