0ad/source/renderer/backend/gl/Device.h
Vladislav Belov cf4a4d8fd5
Adds SwapChain as an explicit DeviceObject
It allows us more flexibility on how we control swapchain. That includes
toggling V-Sync in real time.
2026-06-08 18:26:58 +02:00

171 lines
5.3 KiB
C++

/* Copyright (C) 2026 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/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_GL_DEVICE
#define INCLUDED_RENDERER_BACKEND_GL_DEVICE
#include "lib/ogl.h"
#include "ps/CStr.h"
#include "renderer/backend/Backend.h"
#include "renderer/backend/IBuffer.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/IFramebuffer.h"
#include "renderer/backend/ITexture.h"
#include "renderer/backend/gl/DeviceForward.h"
#include <cstddef>
#include <cstdint>
#include <js/TypeDecls.h>
#include <memory>
#include <span>
#include <string>
#include <tuple>
#include <unordered_map>
#include <vector>
namespace Renderer::Backend::GL { class CDeviceCommandContext; }
namespace Renderer::Backend::GL { class CFramebuffer; }
typedef struct SDL_Window SDL_Window;
typedef void* SDL_GLContext;
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CDevice final : public IDevice
{
public:
~CDevice() override;
/**
* Creates the GL device and the GL context for the window if it presents.
*/
static std::unique_ptr<IDevice> Create(SDL_Window* window);
Backend GetBackend() const override { return Backend::GL; }
const std::string& GetName() const override { return m_Name; }
const std::string& GetVersion() const override { return m_Version; }
const std::string& GetDriverInformation() const override { return m_DriverInformation; }
const std::vector<std::string>& GetExtensions() const override { return m_Extensions; }
void Report(const ScriptRequest& rq, JS::HandleValue settings) override;
std::unique_ptr<IDeviceCommandContext> CreateCommandContext() override;
std::unique_ptr<ISwapChain> CreateSwapChain(
const char* name, SDL_Window* window,
int surfaceDrawableWidth, int surfaceDrawableHeight,
const bool vsync, std::unique_ptr<ISwapChain> oldSwapChain) override;
void WaitUntilIdle() override;
std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
const SGraphicsPipelineStateDesc& pipelineStateDesc) override;
std::unique_ptr<IComputePipelineState> CreateComputePipelineState(
const SComputePipelineStateDesc& pipelineStateDesc) override;
std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
const std::span<const SVertexAttributeFormat> attributes) override;
CDeviceCommandContext* GetActiveCommandContext() { return m_ActiveCommandContext; }
std::unique_ptr<ITexture> CreateTexture(
const char* name, const ITexture::Type type, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) override;
std::unique_ptr<ITexture> CreateTexture2D(
const char* name, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) override;
std::unique_ptr<IFramebuffer> CreateFramebuffer(
const char* name, SColorAttachment* colorAttachment,
SDepthStencilAttachment* depthStencilAttachment) override;
std::unique_ptr<IBuffer> CreateBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const uint32_t usage) override;
std::unique_ptr<IShaderProgram> CreateShaderProgram(
const CStr& name, const CShaderDefines& defines) override;
bool UseFramebufferInvalidating() const { return m_UseFramebufferInvalidating; }
bool IsTextureFormatSupported(const Format format) const override;
bool IsFramebufferFormatSupported(const Format format) const override;
Format GetPreferredDepthStencilFormat(
const uint32_t usage, const bool depth, const bool stencil) const override;
uint32_t AllocateQuery() override;
void FreeQuery(const uint32_t handle) override;
bool IsQueryResultAvailable(const uint32_t handle) const override;
uint64_t GetQueryResult(const uint32_t handle) override;
void InsertTimestampQuery(const uint32_t handle);
const Capabilities& GetCapabilities() const override { return m_Capabilities; }
void CollectStatistics(StatisticsVector& statistics) const override;
private:
CDevice();
SDL_Window* m_Window = nullptr;
SDL_GLContext m_Context = nullptr;
std::string m_Name;
std::string m_Version;
std::string m_DriverInformation;
std::vector<std::string> m_Extensions;
// GL can have the only one command context at once.
// TODO: remove as soon as we have no GL code outside backend, currently
// it's used only as a helper for transition.
CDeviceCommandContext* m_ActiveCommandContext = nullptr;
bool m_UseFramebufferInvalidating = false;
struct Query
{
GLuint query{};
bool occupied{};
};
std::vector<Query> m_Queries;
Capabilities m_Capabilities{};
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_DEVICE