0ad/source/renderer/backend/gl/SwapChain.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

97 lines
2.5 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_SWAPCHAIN
#define INCLUDED_RENDERER_BACKEND_GL_SWAPCHAIN
#include "lib/ogl.h"
#include "renderer/backend/gl/Framebuffer.h"
#include "renderer/backend/ISwapChain.h"
#include <cstdint>
#include <memory>
#include <unordered_map>
typedef struct SDL_Window SDL_Window;
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CDevice;
class CSwapChain final : public ISwapChain
{
public:
~CSwapChain() override;
IDevice* GetDevice() override;
bool IsValid() const override { return true; }
bool AcquireNextBackbuffer() override;
IFramebuffer* GetCurrentBackbuffer(
const AttachmentLoadOp colorAttachmentLoadOp,
const AttachmentStoreOp colorAttachmentStoreOp,
const AttachmentLoadOp depthStencilAttachmentLoadOp,
const AttachmentStoreOp depthStencilAttachmentStoreOp) override;
void Present() override;
private:
friend class CDevice;
static std::unique_ptr<CSwapChain> Create(
CDevice* device, SDL_Window* window,
int surfaceDrawableWidth, int surfaceDrawableHeight,
const bool vsync);
CSwapChain();
CDevice* m_Device{nullptr};
SDL_Window* m_Window{nullptr};
int m_SurfaceDrawableWidth{0};
int m_SurfaceDrawableHeight{0};
using BackbufferKey = std::tuple<
AttachmentLoadOp, AttachmentStoreOp,
AttachmentLoadOp, AttachmentStoreOp>;
struct BackbufferKeyHash
{
size_t operator()(const BackbufferKey& key) const;
};
// We use std::unordered_map to avoid storing sizes of Attachment*Op
// enumerations. If it becomes a performance issue we'll replace it
// by an array.
std::unordered_map<
BackbufferKey, std::unique_ptr<CFramebuffer>, BackbufferKeyHash> m_Backbuffers;
bool m_BackbufferAcquired{false};
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_SWAPCHAIN