/* 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_IDEVICECOMMANDCONTEXT
#define INCLUDED_RENDERER_BACKEND_IDEVICECOMMANDCONTEXT
#include "ps/containers/Span.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/IDeviceObject.h"
#include "renderer/backend/PipelineState.h"
#include "renderer/backend/Sampler.h"
#include
#include
namespace Renderer
{
namespace Backend
{
class IBuffer;
class IDevice;
class IFramebuffer;
class ITexture;
class IDeviceCommandContext : public IDeviceObject
{
public:
/**
* Binds the graphics pipeline state. It should be called only inside a
* framebuffer pass and as rarely as possible.
*/
virtual void SetGraphicsPipelineState(IGraphicsPipelineState* pipelineState) = 0;
/**
* Binds the graphics pipeline state. It should be called only inside a
* framebuffer pass and as rarely as possible.
*/
virtual void SetComputePipelineState(IComputePipelineState* pipelineState) = 0;
// TODO: maybe we should add a more common type, like CRectI.
struct Rect
{
int32_t x, y;
int32_t width, height;
};
/**
* Copies source region into destination region automatically applying
* compatible format conversion and scaling using a provided filter.
* A backbuffer can't be a source.
*/
virtual void BlitFramebuffer(
IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer,
const Rect& sourceRegion, const Rect& destinationRegion,
const Sampler::Filter filter) = 0;
/**
* Resolves multisample source framebuffer attachments to destination
* attachments. Source attachments should have a sample count > 1 and
* destination attachments should have a sample count = 1.
* A backbuffer can't be a source.
*/
virtual void ResolveFramebuffer(
IFramebuffer* sourceFramebuffer, IFramebuffer* destinationFramebuffer) = 0;
/**
* Starts a framebuffer pass, performs attachment load operations.
* It should be called as rarely as possible.
*
* @see IFramebuffer
*/
virtual void BeginFramebufferPass(IFramebuffer* framebuffer) = 0;
/**
* Finishes a framebuffer pass, performs attachment store operations.
*/
virtual void EndFramebufferPass() = 0;
/**
* Clears all mentioned attachments. Prefer to use attachment load operations over
* this function. It should be called only inside a framebuffer pass.
*/
virtual void ClearFramebuffer(const bool color, const bool depth, const bool stencil) = 0;
/**
* Readbacks the current backbuffer to data in R8G8B8_UNORM format somewhen
* between the function call and Flush (inclusively). Because of that the
* data pointer should be valid in that time period and have enough space
* to fit the readback result.
* @note this operation is very slow and should not be used regularly.
* TODO: ideally we should do readback on Present or even asynchronously
* but a client doesn't support that yet.
*/
virtual void ReadbackFramebufferSync(
const uint32_t x, const uint32_t y, const uint32_t width, const uint32_t height,
void* data) = 0;
virtual void UploadTexture(ITexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t level = 0, const uint32_t layer = 0) = 0;
virtual 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) = 0;
using UploadBufferFunction = std::function;
virtual void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) = 0;
virtual void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) = 0;
virtual void UploadBufferRegion(
IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) = 0;
virtual void UploadBufferRegion(
IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
const UploadBufferFunction& uploadFunction) = 0;
virtual void SetScissors(const uint32_t scissorCount, const Rect* scissors) = 0;
virtual void SetViewports(const uint32_t viewportCount, const Rect* viewports) = 0;
/**
* Binds the vertex input layout. It should be compatible with the shader
* program's one. It should be called only inside a framebuffer pass and as
* rarely as possible.
*/
virtual void SetVertexInputLayout(
IVertexInputLayout* vertexInputLayout) = 0;
virtual void SetVertexBuffer(
const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) = 0;
virtual void SetVertexBufferData(
const uint32_t bindingSlot, const void* data, const uint32_t dataSize) = 0;
virtual void SetIndexBuffer(IBuffer* buffer) = 0;
virtual void SetIndexBufferData(const void* data, const uint32_t dataSize) = 0;
virtual void BeginPass() = 0;
virtual void EndPass() = 0;
virtual void Draw(const uint32_t firstVertex, const uint32_t vertexCount) = 0;
virtual void DrawIndexed(
const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) = 0;
virtual void DrawInstanced(
const uint32_t firstVertex, const uint32_t vertexCount,
const uint32_t firstInstance, const uint32_t instanceCount) = 0;
virtual void DrawIndexedInstanced(
const uint32_t firstIndex, const uint32_t indexCount,
const uint32_t firstInstance, const uint32_t instanceCount,
const int32_t vertexOffset) = 0;
// TODO: should be removed when performance impact is minimal on slow hardware.
virtual void DrawIndexedInRange(
const uint32_t firstIndex, const uint32_t indexCount,
const uint32_t start, const uint32_t end) = 0;
/**
* Starts a compute pass, can't be called inside a framebuffer pass.
* It should be called as rarely as possible.
*/
virtual void BeginComputePass() = 0;
/**
* Finishes a compute pass.
*/
virtual void EndComputePass() = 0;
/**
* Dispatches groupCountX * groupCountY * groupCountZ compute groups.
*/
virtual void Dispatch(
const uint32_t groupCountX,
const uint32_t groupCountY,
const uint32_t groupCountZ) = 0;
/**
* Sets a read-only texture to the binding slot.
*/
virtual void SetTexture(const int32_t bindingSlot, ITexture* texture) = 0;
/**
* Sets a read & write resource to the binding slot.
*/
virtual void SetStorageTexture(const int32_t bindingSlot, ITexture* texture) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float value) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ, const float valueW) = 0;
virtual void SetUniform(
const int32_t bindingSlot, PS::span values) = 0;
virtual void BeginScopedLabel(const char* name) = 0;
virtual void EndScopedLabel() = 0;
virtual void Flush() = 0;
};
} // namespace Backend
} // namespace Renderer
#define GPU_SCOPED_LABEL(deviceCommandContext, name) \
GPUScopedLabel scopedLabel((deviceCommandContext), (name));
class GPUScopedLabel
{
public:
GPUScopedLabel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const char* name)
: m_DeviceCommandContext(deviceCommandContext)
{
m_DeviceCommandContext->BeginScopedLabel(name);
}
~GPUScopedLabel()
{
m_DeviceCommandContext->EndScopedLabel();
}
private:
Renderer::Backend::IDeviceCommandContext* m_DeviceCommandContext = nullptr;
};
#endif // INCLUDED_RENDERER_BACKEND_IDEVICECOMMANDCONTEXT