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0ad/source/renderer/backend/IDevice.h
2023-01-06 23:07:50 +00:00

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5.8 KiB
C++

/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#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 <memory>
#include <string>
#include <vector>
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<std::string>& GetExtensions() const = 0;
virtual void Report(const ScriptRequest& rq, JS::HandleValue settings) = 0;
virtual std::unique_ptr<IDeviceCommandContext> 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<IGraphicsPipelineState> CreateGraphicsPipelineState(
const SGraphicsPipelineStateDesc& pipelineStateDesc) = 0;
/**
* Creates a vertex input layout. It's recommended to use as few different
* layouts as posible.
*/
virtual std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
const PS::span<const SVertexAttributeFormat> attributes) = 0;
virtual std::unique_ptr<ITexture> 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<ITexture> 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<IFramebuffer> CreateFramebuffer(
const char* name, SColorAttachment* colorAttachment,
SDepthStencilAttachment* depthStencilAttachment) = 0;
virtual std::unique_ptr<IBuffer> CreateBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) = 0;
virtual std::unique_ptr<IShaderProgram> 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