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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.
171 lines
5.3 KiB
C++
171 lines
5.3 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_GL_DEVICE
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#define INCLUDED_RENDERER_BACKEND_GL_DEVICE
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#include "lib/ogl.h"
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#include "ps/CStr.h"
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#include "renderer/backend/Backend.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/IFramebuffer.h"
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#include "renderer/backend/ITexture.h"
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#include "renderer/backend/gl/DeviceForward.h"
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#include <cstddef>
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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 <tuple>
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#include <unordered_map>
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#include <vector>
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namespace Renderer::Backend::GL { class CDeviceCommandContext; }
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namespace Renderer::Backend::GL { class CFramebuffer; }
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typedef struct SDL_Window SDL_Window;
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typedef void* SDL_GLContext;
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namespace Renderer
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{
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namespace Backend
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{
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namespace GL
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{
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class CDevice final : public IDevice
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{
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public:
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~CDevice() override;
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/**
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* Creates the GL device and the GL context for the window if it presents.
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*/
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static std::unique_ptr<IDevice> Create(SDL_Window* window);
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Backend GetBackend() const override { return Backend::GL; }
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const std::string& GetName() const override { return m_Name; }
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const std::string& GetVersion() const override { return m_Version; }
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const std::string& GetDriverInformation() const override { return m_DriverInformation; }
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const std::vector<std::string>& GetExtensions() const override { return m_Extensions; }
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void Report(const ScriptRequest& rq, JS::HandleValue settings) override;
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std::unique_ptr<IDeviceCommandContext> CreateCommandContext() override;
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std::unique_ptr<ISwapChain> CreateSwapChain(
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const char* name, SDL_Window* window,
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int surfaceDrawableWidth, int surfaceDrawableHeight,
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const bool vsync, std::unique_ptr<ISwapChain> oldSwapChain) override;
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void WaitUntilIdle() override;
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std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
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const SGraphicsPipelineStateDesc& pipelineStateDesc) override;
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std::unique_ptr<IComputePipelineState> CreateComputePipelineState(
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const SComputePipelineStateDesc& pipelineStateDesc) override;
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std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
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const std::span<const SVertexAttributeFormat> attributes) override;
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CDeviceCommandContext* GetActiveCommandContext() { return m_ActiveCommandContext; }
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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) override;
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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) override;
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std::unique_ptr<IFramebuffer> CreateFramebuffer(
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const char* name, SColorAttachment* colorAttachment,
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SDepthStencilAttachment* depthStencilAttachment) override;
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std::unique_ptr<IBuffer> CreateBuffer(
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const char* name, const IBuffer::Type type, const uint32_t size, const uint32_t usage) override;
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std::unique_ptr<IShaderProgram> CreateShaderProgram(
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const CStr& name, const CShaderDefines& defines) override;
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bool UseFramebufferInvalidating() const { return m_UseFramebufferInvalidating; }
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bool IsTextureFormatSupported(const Format format) const override;
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bool IsFramebufferFormatSupported(const Format format) const override;
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Format GetPreferredDepthStencilFormat(
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const uint32_t usage, const bool depth, const bool stencil) const override;
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uint32_t AllocateQuery() override;
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void FreeQuery(const uint32_t handle) override;
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bool IsQueryResultAvailable(const uint32_t handle) const override;
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uint64_t GetQueryResult(const uint32_t handle) override;
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void InsertTimestampQuery(const uint32_t handle);
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const Capabilities& GetCapabilities() const override { return m_Capabilities; }
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void CollectStatistics(StatisticsVector& statistics) const override;
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private:
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CDevice();
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SDL_Window* m_Window = nullptr;
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SDL_GLContext m_Context = nullptr;
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std::string m_Name;
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std::string m_Version;
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std::string m_DriverInformation;
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std::vector<std::string> m_Extensions;
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// GL can have the only one command context at once.
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// TODO: remove as soon as we have no GL code outside backend, currently
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// it's used only as a helper for transition.
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CDeviceCommandContext* m_ActiveCommandContext = nullptr;
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bool m_UseFramebufferInvalidating = false;
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struct Query
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{
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GLuint query{};
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bool occupied{};
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};
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std::vector<Query> m_Queries;
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Capabilities m_Capabilities{};
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};
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} // namespace GL
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_GL_DEVICE
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