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https://gitea.wildfiregames.com/0ad/0ad.git
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157c6af18e
Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
181 lines
5.8 KiB
C++
181 lines
5.8 KiB
C++
/* Copyright (C) 2023 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_IDEVICE
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#define INCLUDED_RENDERER_BACKEND_IDEVICE
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#include "graphics/Color.h"
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#include "ps/containers/Span.h"
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#include "renderer/backend/Backend.h"
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#include "renderer/backend/Format.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/IDeviceCommandContext.h"
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#include "renderer/backend/IFramebuffer.h"
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#include "renderer/backend/IShaderProgram.h"
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#include "renderer/backend/ITexture.h"
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#include "renderer/backend/PipelineState.h"
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#include "scriptinterface/ScriptForward.h"
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#include <memory>
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#include <string>
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#include <vector>
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class CShaderDefines;
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class CStr;
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namespace Renderer
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{
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namespace Backend
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{
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class IDevice
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{
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public:
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struct Capabilities
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{
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bool S3TC;
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bool ARBShaders;
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bool ARBShadersShadow;
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bool computeShaders;
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bool debugLabels;
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bool debugScopedLabels;
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bool multisampling;
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bool anisotropicFiltering;
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uint32_t maxSampleCount;
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float maxAnisotropy;
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uint32_t maxTextureSize;
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bool instancing;
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};
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virtual ~IDevice() {}
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virtual Backend GetBackend() const = 0;
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virtual const std::string& GetName() const = 0;
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virtual const std::string& GetVersion() const = 0;
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virtual const std::string& GetDriverInformation() const = 0;
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virtual const std::vector<std::string>& GetExtensions() const = 0;
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virtual void Report(const ScriptRequest& rq, JS::HandleValue settings) = 0;
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virtual std::unique_ptr<IDeviceCommandContext> CreateCommandContext() = 0;
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/**
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* Creates a graphics pipeline state. It's a caller responsibility to
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* guarantee a lifespan of IShaderProgram stored in the description.
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*/
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virtual std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
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const SGraphicsPipelineStateDesc& pipelineStateDesc) = 0;
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/**
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* Creates a vertex input layout. It's recommended to use as few different
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* layouts as posible.
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*/
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virtual std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
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const PS::span<const SVertexAttributeFormat> attributes) = 0;
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virtual 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) = 0;
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virtual 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) = 0;
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/**
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* @see IFramebuffer
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*
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* The color attachment and the depth-stencil attachment should not be
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* nullptr at the same time. There should not be many different clear
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* colors along all color attachments for all framebuffers created for
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* the device.
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*
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* @return A valid framebuffer if it was created successfully else nullptr.
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*/
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virtual std::unique_ptr<IFramebuffer> CreateFramebuffer(
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const char* name, SColorAttachment* colorAttachment,
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SDepthStencilAttachment* depthStencilAttachment) = 0;
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virtual std::unique_ptr<IBuffer> CreateBuffer(
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const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) = 0;
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virtual std::unique_ptr<IShaderProgram> CreateShaderProgram(
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const CStr& name, const CShaderDefines& defines) = 0;
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/**
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* Acquires a backbuffer for rendering a frame.
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*
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* @return True if it was successfully acquired and we can render to it.
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*/
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virtual bool AcquireNextBackbuffer() = 0;
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/**
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* Returns a framebuffer for the current backbuffer with the required
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* attachment operations. It should not be called if the last
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* AcquireNextBackbuffer call returned false.
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*
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* It's guaranteed that for the same acquired backbuffer this function returns
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* a framebuffer with the same attachments and properties except load and
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* store operations.
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*
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* @return The last successfully acquired framebuffer that wasn't
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* presented.
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*/
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virtual IFramebuffer* GetCurrentBackbuffer(
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const AttachmentLoadOp colorAttachmentLoadOp,
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const AttachmentStoreOp colorAttachmentStoreOp,
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const AttachmentLoadOp depthStencilAttachmentLoadOp,
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const AttachmentStoreOp depthStencilAttachmentStoreOp) = 0;
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/**
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* Presents the backbuffer to the swapchain queue to be flipped on a
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* screen. Should be called only if the last AcquireNextBackbuffer call
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* returned true.
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*/
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virtual void Present() = 0;
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/**
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* Should be called on window surface resize. It's the device owner
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* responsibility to call that function. Shouldn't be called during
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* rendering to an acquired backbuffer.
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*/
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virtual void OnWindowResize(const uint32_t width, const uint32_t height) = 0;
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virtual bool IsTextureFormatSupported(const Format format) const = 0;
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virtual bool IsFramebufferFormatSupported(const Format format) const = 0;
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/**
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* Returns the most suitable format for the usage. Returns
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* Format::UNDEFINED if there is no such format.
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*/
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virtual Format GetPreferredDepthStencilFormat(
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const uint32_t usage, const bool depth, const bool stencil) const = 0;
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virtual const Capabilities& GetCapabilities() const = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_IDEVICE
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