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If not, see . */ #ifndef INCLUDED_RENDERER_BACKEND_GL_DEVICECOMMANDCONTEXT #define INCLUDED_RENDERER_BACKEND_GL_DEVICECOMMANDCONTEXT #include "lib/ogl.h" #include "ps/containers/Span.h" #include "renderer/backend/Format.h" #include "renderer/backend/gl/Buffer.h" #include "renderer/backend/IDeviceCommandContext.h" #include "renderer/backend/PipelineState.h" #include #include #include #include #include #include namespace Renderer { namespace Backend { namespace GL { class CDevice; class CFramebuffer; class CShaderProgram; class CTexture; class CDeviceCommandContext final : public IDeviceCommandContext { public: ~CDeviceCommandContext(); IDevice* GetDevice() override; void SetGraphicsPipelineState(const SGraphicsPipelineStateDesc& pipelineState); void SetGraphicsPipelineState(IGraphicsPipelineState* pipelineState) override; void SetComputePipelineState(IComputePipelineState* pipelineState) override; void BlitFramebuffer( IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer, const Rect& sourceRegion, const Rect& destinationRegion, const Sampler::Filter filter) override; void ResolveFramebuffer( IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer) override; void BeginFramebufferPass(IFramebuffer* framebuffer) override; void EndFramebufferPass() override; void ClearFramebuffer(const bool color, const bool depth, const bool stencil) override; void ReadbackFramebufferSync( const uint32_t x, const uint32_t y, const uint32_t width, const uint32_t height, void* data) override; void UploadTexture(ITexture* texture, const Format dataFormat, const void* data, const size_t dataSize, const uint32_t level = 0, const uint32_t layer = 0) override; void UploadTextureRegion(ITexture* texture, const Format dataFormat, const void* data, const size_t dataSize, const uint32_t xOffset, const uint32_t yOffset, const uint32_t width, const uint32_t height, const uint32_t level = 0, const uint32_t layer = 0) override; using UploadBufferFunction = std::function; void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) override; void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) override; void UploadBufferRegion( IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) override; void UploadBufferRegion( IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize, const UploadBufferFunction& uploadFunction) override; void SetScissors(const uint32_t scissorCount, const Rect* scissors) override; void SetViewports(const uint32_t viewportCount, const Rect* viewports) override; void SetVertexInputLayout( IVertexInputLayout* vertexInputLayout) override; void SetVertexBuffer( const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) override; void SetVertexBufferData( const uint32_t bindingSlot, const void* data, const uint32_t dataSize) override; void SetIndexBuffer(IBuffer* buffer) override; void SetIndexBufferData(const void* data, const uint32_t dataSize) override; void BeginPass() override; void EndPass() override; void Draw(const uint32_t firstVertex, const uint32_t vertexCount) override; void DrawIndexed( const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) override; void DrawInstanced( const uint32_t firstVertex, const uint32_t vertexCount, const uint32_t firstInstance, const uint32_t instanceCount) override; void DrawIndexedInstanced( const uint32_t firstIndex, const uint32_t indexCount, const uint32_t firstInstance, const uint32_t instanceCount, const int32_t vertexOffset) override; void DrawIndexedInRange( const uint32_t firstIndex, const uint32_t indexCount, const uint32_t start, const uint32_t end) override; void BeginComputePass() override; void EndComputePass() override; void Dispatch( const uint32_t groupCountX, const uint32_t groupCountY, const uint32_t groupCountZ) override; void SetTexture(const int32_t bindingSlot, ITexture* texture) override; void SetStorageTexture(const int32_t bindingSlot, ITexture* texture) override; void SetUniform( const int32_t bindingSlot, const float value) override; void SetUniform( const int32_t bindingSlot, const float valueX, const float valueY) override; void SetUniform( const int32_t bindingSlot, const float valueX, const float valueY, const float valueZ) override; void SetUniform( const int32_t bindingSlot, const float valueX, const float valueY, const float valueZ, const float valueW) override; void SetUniform( const int32_t bindingSlot, PS::span values) override; void BeginScopedLabel(const char* name) override; void EndScopedLabel() override; void Flush() override; // We need to know when to invalidate our texture bind cache. void OnTextureDestroy(CTexture* texture); private: friend class CDevice; friend class CTexture; static std::unique_ptr Create(CDevice* device); CDeviceCommandContext(CDevice* device); void ResetStates(); void SetGraphicsPipelineStateImpl( const SGraphicsPipelineStateDesc& pipelineStateDesc, const bool force); void BindTexture(const uint32_t unit, const GLenum target, const GLuint handle); void BindBuffer(const IBuffer::Type type, CBuffer* buffer); CDevice* m_Device = nullptr; SGraphicsPipelineStateDesc m_GraphicsPipelineStateDesc{}; CFramebuffer* m_Framebuffer = nullptr; CShaderProgram* m_ShaderProgram = nullptr; uint32_t m_ScissorCount = 0; // GL2.1 doesn't support more than 1 scissor. std::array m_Scissors; SComputePipelineStateDesc m_ComputePipelineStateDesc{}; uint32_t m_ScopedLabelDepth = 0; CBuffer* m_VertexBuffer = nullptr; CBuffer* m_IndexBuffer = nullptr; const void* m_IndexBufferData = nullptr; bool m_InsideFramebufferPass = false; bool m_InsidePass = false; bool m_InsideComputePass = false; uint32_t m_ActiveTextureUnit = 0; struct BindUnit { GLenum target; GLuint handle; }; std::array m_BoundTextures; class ScopedBind { public: ScopedBind(CDeviceCommandContext* deviceCommandContext, const GLenum target, const GLuint handle); ~ScopedBind(); private: CDeviceCommandContext* m_DeviceCommandContext = nullptr; BindUnit m_OldBindUnit; uint32_t m_ActiveTextureUnit = 0; }; using BoundBuffer = std::pair; std::array m_BoundBuffers; class ScopedBufferBind { public: ScopedBufferBind( CDeviceCommandContext* deviceCommandContext, CBuffer* buffer); ~ScopedBufferBind(); private: CDeviceCommandContext* m_DeviceCommandContext = nullptr; size_t m_CacheIndex = 0; }; struct VertexAttributeFormat { Format format; uint32_t offset; uint32_t stride; VertexAttributeRate rate; uint32_t bindingSlot; bool active; bool initialized; }; std::array< VertexAttributeFormat, static_cast(VertexAttributeStream::UV7) + 1> m_VertexAttributeFormat; }; } // namespace GL } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_GL_DEVICECOMMANDCONTEXT