169 lines
5.7 KiB
C++
169 lines
5.7 KiB
C++
/* Copyright (C) 2022 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_IDEVICECOMMANDCONTEXT
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#define INCLUDED_RENDERER_BACKEND_IDEVICECOMMANDCONTEXT
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#include "ps/containers/Span.h"
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#include "renderer/backend/Format.h"
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#include "renderer/backend/IDeviceObject.h"
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#include "renderer/backend/PipelineState.h"
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#include <cstdint>
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#include <functional>
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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 IBuffer;
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class IDevice;
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class IFramebuffer;
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class ITexture;
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class IDeviceCommandContext : public IDeviceObject<IDeviceCommandContext>
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{
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public:
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virtual void SetGraphicsPipelineState(const GraphicsPipelineStateDesc& pipelineStateDesc) = 0;
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virtual void BlitFramebuffer(
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IFramebuffer* destinationFramebuffer, IFramebuffer* sourceFramebuffer) = 0;
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virtual void ClearFramebuffer() = 0;
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virtual void ClearFramebuffer(const bool color, const bool depth, const bool stencil) = 0;
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virtual void BeginFramebufferPass(IFramebuffer* framebuffer) = 0;
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virtual void EndFramebufferPass() = 0;
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virtual void ReadbackFramebufferSync(
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const uint32_t x, const uint32_t y, const uint32_t width, const uint32_t height,
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void* data) = 0;
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virtual void UploadTexture(ITexture* texture, const Format dataFormat,
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const void* data, const size_t dataSize,
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const uint32_t level = 0, const uint32_t layer = 0) = 0;
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virtual void UploadTextureRegion(ITexture* texture, const Format dataFormat,
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const void* data, const size_t dataSize,
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const uint32_t xOffset, const uint32_t yOffset,
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const uint32_t width, const uint32_t height,
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const uint32_t level = 0, const uint32_t layer = 0) = 0;
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using UploadBufferFunction = std::function<void(u8*)>;
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virtual void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) = 0;
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virtual void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) = 0;
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virtual void UploadBufferRegion(
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IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) = 0;
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virtual void UploadBufferRegion(
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IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
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const UploadBufferFunction& uploadFunction) = 0;
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// TODO: maybe we should add a more common type, like CRectI.
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struct Rect
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{
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int32_t x, y;
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int32_t width, height;
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};
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virtual void SetScissors(const uint32_t scissorCount, const Rect* scissors) = 0;
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virtual void SetViewports(const uint32_t viewportCount, const Rect* viewports) = 0;
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virtual void SetVertexAttributeFormat(
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const VertexAttributeStream stream,
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const Format format,
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const uint32_t offset,
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const uint32_t stride,
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const VertexAttributeRate rate,
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const uint32_t bindingSlot) = 0;
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virtual void SetVertexBuffer(
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const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) = 0;
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virtual void SetVertexBufferData(
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const uint32_t bindingSlot, const void* data, const uint32_t dataSize) = 0;
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virtual void SetIndexBuffer(IBuffer* buffer) = 0;
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virtual void SetIndexBufferData(const void* data, const uint32_t dataSize) = 0;
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virtual void BeginPass() = 0;
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virtual void EndPass() = 0;
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virtual void Draw(const uint32_t firstVertex, const uint32_t vertexCount) = 0;
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virtual void DrawIndexed(
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const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) = 0;
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virtual void DrawInstanced(
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const uint32_t firstVertex, const uint32_t vertexCount,
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const uint32_t firstInstance, const uint32_t instanceCount) = 0;
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virtual void DrawIndexedInstanced(
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const uint32_t firstIndex, const uint32_t indexCount,
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const uint32_t firstInstance, const uint32_t instanceCount,
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const int32_t vertexOffset) = 0;
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// TODO: should be removed when performance impact is minimal on slow hardware.
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virtual void DrawIndexedInRange(
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const uint32_t firstIndex, const uint32_t indexCount,
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const uint32_t start, const uint32_t end) = 0;
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virtual void SetTexture(const int32_t bindingSlot, ITexture* texture) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot,
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const float value) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ, const float valueW) = 0;
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virtual void SetUniform(
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const int32_t bindingSlot, PS::span<const float> values) = 0;
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virtual void BeginScopedLabel(const char* name) = 0;
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virtual void EndScopedLabel() = 0;
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virtual void Flush() = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#define GPU_SCOPED_LABEL(deviceCommandContext, name) \
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GPUScopedLabel scopedLabel((deviceCommandContext), (name));
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class GPUScopedLabel
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{
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public:
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GPUScopedLabel(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const char* name)
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: m_DeviceCommandContext(deviceCommandContext)
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{
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m_DeviceCommandContext->BeginScopedLabel(name);
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}
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~GPUScopedLabel()
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{
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m_DeviceCommandContext->EndScopedLabel();
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}
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private:
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Renderer::Backend::IDeviceCommandContext* m_DeviceCommandContext = nullptr;
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};
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#endif // INCLUDED_RENDERER_BACKEND_IDEVICECOMMANDCONTEXT
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