/* Copyright (C) 2024 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 "ps/containers/Span.h" #include "renderer/backend/Backend.h" #include "renderer/backend/Format.h" #include "renderer/backend/IBuffer.h" #include "renderer/backend/IDevice.h" #include "renderer/backend/IDeviceCommandContext.h" #include "renderer/backend/IFramebuffer.h" #include "renderer/backend/IShaderProgram.h" #include "renderer/backend/ITexture.h" #include "renderer/backend/PipelineState.h" #include "scriptinterface/ScriptForward.h" #include #include #include class CShaderDefines; class CStr; namespace Renderer { namespace Backend { class IDevice { public: struct Capabilities { bool S3TC; bool ARBShaders; bool ARBShadersShadow; bool computeShaders; bool debugLabels; bool debugScopedLabels; bool multisampling; bool anisotropicFiltering; uint32_t maxSampleCount; float maxAnisotropy; uint32_t maxTextureSize; bool instancing; }; 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 ScriptRequest& rq, JS::HandleValue settings) = 0; virtual std::unique_ptr CreateCommandContext() = 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 PS::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; /** * Acquires a backbuffer for rendering a frame. * * @return True if it was successfully acquired and we can render to it. */ virtual bool AcquireNextBackbuffer() = 0; /** * Returns a framebuffer for the current backbuffer with the required * attachment operations. It should not be called if the last * AcquireNextBackbuffer call returned false. * * It's guaranteed that for the same acquired backbuffer this function returns * a framebuffer with the same attachments and properties except load and * store operations. * * @return The last successfully acquired framebuffer that wasn't * presented. */ virtual IFramebuffer* GetCurrentBackbuffer( const AttachmentLoadOp colorAttachmentLoadOp, const AttachmentStoreOp colorAttachmentStoreOp, const AttachmentLoadOp depthStencilAttachmentLoadOp, const AttachmentStoreOp depthStencilAttachmentStoreOp) = 0; /** * Presents the backbuffer to the swapchain queue to be flipped on a * screen. Should be called only if the last AcquireNextBackbuffer call * returned true. */ virtual void Present() = 0; /** * Should be called on window surface resize. It's the device owner * responsibility to call that function. Shouldn't be called during * rendering to an acquired backbuffer. */ virtual void OnWindowResize(const uint32_t width, const uint32_t height) = 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 const Capabilities& GetCapabilities() const = 0; }; } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_IDEVICE