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Make include-what-you-use happy with files in source/renderer and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
265 lines
8.1 KiB
C++
265 lines
8.1 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_GL_DEVICECOMMANDCONTEXT
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#define INCLUDED_RENDERER_BACKEND_GL_DEVICECOMMANDCONTEXT
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#include "graphics/Color.h"
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#include "lib/ogl.h"
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#include "lib/types.h"
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#include "renderer/backend/IBuffer.h"
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#include "renderer/backend/IDeviceCommandContext.h"
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#include "renderer/backend/IShaderProgram.h"
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#include "renderer/backend/PipelineState.h"
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#include <array>
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#include <cstddef>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <utility>
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namespace Renderer::Backend { enum class Format; }
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namespace Renderer::Backend::GL { class CBuffer; }
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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;
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class CFramebuffer;
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class CShaderProgram;
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class CTexture;
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class CDeviceCommandContext final : public IDeviceCommandContext
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{
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public:
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~CDeviceCommandContext();
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IDevice* GetDevice() override;
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void SetGraphicsPipelineState(const SGraphicsPipelineStateDesc& pipelineState);
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void SetGraphicsPipelineState(IGraphicsPipelineState* pipelineState) override;
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void SetComputePipelineState(IComputePipelineState* pipelineState) override;
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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) override;
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void ResolveFramebuffer(
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IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer) override;
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void BeginFramebufferPass(IFramebuffer* framebuffer) override;
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void EndFramebufferPass() override;
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void ClearFramebuffer(const bool color, const bool depth, const bool stencil) override;
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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) override;
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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) override;
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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) override;
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using UploadBufferFunction = std::function<void(u8*)>;
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void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) override;
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void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) override;
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void UploadBufferRegion(
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IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) override;
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void UploadBufferRegion(
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IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
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const UploadBufferFunction& uploadFunction) override;
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void SetScissors(const uint32_t scissorCount, const Rect* scissors) override;
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void SetViewports(const uint32_t viewportCount, const Rect* viewports) override;
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void SetVertexInputLayout(
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IVertexInputLayout* vertexInputLayout) override;
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void SetVertexBuffer(
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const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) override;
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void SetVertexBufferData(
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const uint32_t bindingSlot, const void* data, const uint32_t dataSize) override;
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void SetIndexBuffer(IBuffer* buffer) override;
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void SetIndexBufferData(const void* data, const uint32_t dataSize) override;
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void BeginPass() override;
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void EndPass() override;
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void Draw(const uint32_t firstVertex, const uint32_t vertexCount) override;
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void DrawIndexed(
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const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) override;
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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) override;
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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) override;
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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) override;
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void BeginComputePass() override;
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void EndComputePass() override;
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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) override;
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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) override;
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void SetTexture(const int32_t bindingSlot, ITexture* texture) override;
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void SetStorageTexture(const int32_t bindingSlot, ITexture* texture) override;
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void SetStorageBuffer(const int32_t bindingSlot, IBuffer* buffer) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float value) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY) override;
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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) override;
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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) override;
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void SetUniform(
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const int32_t bindingSlot, PS::span<const float> values) override;
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void InsertTimestampQuery(const uint32_t handle, const bool isScopeBegin) override;
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void BeginScopedLabel(const char* name) override;
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void EndScopedLabel() override;
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void Flush() override;
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// We need to know when to invalidate our texture bind cache.
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void OnTextureDestroy(CTexture* texture);
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private:
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friend class CDevice;
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friend class CTexture;
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static std::unique_ptr<CDeviceCommandContext> Create(CDevice* device);
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CDeviceCommandContext(CDevice* device);
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void ResetStates();
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void SetGraphicsPipelineStateImpl(
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const SGraphicsPipelineStateDesc& pipelineStateDesc, const bool force);
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void BindTexture(const uint32_t unit, const GLenum target, const GLuint handle);
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void BindBuffer(const IBuffer::Type type, CBuffer* buffer);
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CDevice* m_Device = nullptr;
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SGraphicsPipelineStateDesc m_GraphicsPipelineStateDesc{};
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CFramebuffer* m_Framebuffer = nullptr;
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CShaderProgram* m_ShaderProgram = nullptr;
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uint32_t m_ScissorCount = 0;
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// GL2.1 doesn't support more than 1 scissor.
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std::array<Rect, 1> m_Scissors;
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SComputePipelineStateDesc m_ComputePipelineStateDesc{};
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uint32_t m_ScopedLabelDepth = 0;
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CBuffer* m_VertexBuffer = nullptr;
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CBuffer* m_IndexBuffer = nullptr;
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const void* m_IndexBufferData = nullptr;
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bool m_InsideFramebufferPass = false;
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bool m_InsidePass = false;
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bool m_InsideComputePass = false;
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uint32_t m_ActiveTextureUnit = 0;
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struct BindUnit
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{
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GLenum target;
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GLuint handle;
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};
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std::array<BindUnit, 16> m_BoundTextures;
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class ScopedBind
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{
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public:
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ScopedBind(CDeviceCommandContext* deviceCommandContext,
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const GLenum target, const GLuint handle);
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~ScopedBind();
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private:
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CDeviceCommandContext* m_DeviceCommandContext = nullptr;
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BindUnit m_OldBindUnit;
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uint32_t m_ActiveTextureUnit = 0;
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};
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using BoundBuffer = std::pair<GLenum, GLuint>;
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std::array<BoundBuffer, 4> m_BoundBuffers;
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class ScopedBufferBind
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{
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public:
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ScopedBufferBind(
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CDeviceCommandContext* deviceCommandContext, CBuffer* buffer);
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~ScopedBufferBind();
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private:
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CDeviceCommandContext* m_DeviceCommandContext = nullptr;
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size_t m_CacheIndex = 0;
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};
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struct VertexAttributeFormat
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{
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Format format;
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uint32_t offset;
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uint32_t stride;
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VertexAttributeRate rate;
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uint32_t bindingSlot;
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bool active;
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bool initialized;
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};
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std::array<
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VertexAttributeFormat,
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static_cast<size_t>(VertexAttributeStream::UV7) + 1> m_VertexAttributeFormat;
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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_DEVICECOMMANDCONTEXT
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