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