/* 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_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