LCOV - code coverage report
Current view: top level - source/renderer/backend - IDevice.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 2 2 100.0 %
Date: 2023-01-19 00:18:29 Functions: 2 3 66.7 %

          Line data    Source code
       1             : /* Copyright (C) 2023 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_RENDERER_BACKEND_IDEVICE
      19             : #define INCLUDED_RENDERER_BACKEND_IDEVICE
      20             : 
      21             : #include "graphics/Color.h"
      22             : #include "ps/containers/Span.h"
      23             : #include "renderer/backend/Backend.h"
      24             : #include "renderer/backend/Format.h"
      25             : #include "renderer/backend/IBuffer.h"
      26             : #include "renderer/backend/IDevice.h"
      27             : #include "renderer/backend/IDeviceCommandContext.h"
      28             : #include "renderer/backend/IFramebuffer.h"
      29             : #include "renderer/backend/IShaderProgram.h"
      30             : #include "renderer/backend/ITexture.h"
      31             : #include "renderer/backend/PipelineState.h"
      32             : #include "scriptinterface/ScriptForward.h"
      33             : 
      34             : #include <memory>
      35             : #include <string>
      36             : #include <vector>
      37             : 
      38             : class CShaderDefines;
      39             : class CStr;
      40             : 
      41             : namespace Renderer
      42             : {
      43             : 
      44             : namespace Backend
      45             : {
      46             : 
      47           8 : class IDevice
      48             : {
      49             : public:
      50             :     struct Capabilities
      51             :     {
      52             :         bool S3TC;
      53             :         bool ARBShaders;
      54             :         bool ARBShadersShadow;
      55             :         bool computeShaders;
      56             :         bool debugLabels;
      57             :         bool debugScopedLabels;
      58             :         bool multisampling;
      59             :         bool anisotropicFiltering;
      60             :         uint32_t maxSampleCount;
      61             :         float maxAnisotropy;
      62             :         uint32_t maxTextureSize;
      63             :         bool instancing;
      64             :     };
      65             : 
      66           8 :     virtual ~IDevice() {}
      67             : 
      68             :     virtual Backend GetBackend() const = 0;
      69             : 
      70             :     virtual const std::string& GetName() const = 0;
      71             :     virtual const std::string& GetVersion() const = 0;
      72             :     virtual const std::string& GetDriverInformation() const = 0;
      73             :     virtual const std::vector<std::string>& GetExtensions() const = 0;
      74             : 
      75             :     virtual void Report(const ScriptRequest& rq, JS::HandleValue settings) = 0;
      76             : 
      77             :     virtual std::unique_ptr<IDeviceCommandContext> CreateCommandContext() = 0;
      78             : 
      79             :     /**
      80             :      * Creates a graphics pipeline state. It's a caller responsibility to
      81             :      * guarantee a lifespan of IShaderProgram stored in the description.
      82             :      */
      83             :     virtual std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
      84             :         const SGraphicsPipelineStateDesc& pipelineStateDesc) = 0;
      85             : 
      86             :     /**
      87             :      * Creates a vertex input layout. It's recommended to use as few different
      88             :      * layouts as posible.
      89             :      */
      90             :     virtual std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
      91             :         const PS::span<const SVertexAttributeFormat> attributes) = 0;
      92             : 
      93             :     virtual std::unique_ptr<ITexture> CreateTexture(
      94             :         const char* name, const ITexture::Type type, const uint32_t usage,
      95             :         const Format format, const uint32_t width, const uint32_t height,
      96             :         const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) = 0;
      97             : 
      98             :     virtual std::unique_ptr<ITexture> CreateTexture2D(
      99             :         const char* name, const uint32_t usage,
     100             :         const Format format, const uint32_t width, const uint32_t height,
     101             :         const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) = 0;
     102             : 
     103             :     /**
     104             :      * @see IFramebuffer
     105             :      *
     106             :      * The color attachment and the depth-stencil attachment should not be
     107             :      * nullptr at the same time. There should not be many different clear
     108             :      * colors along all color attachments for all framebuffers created for
     109             :      * the device.
     110             :      *
     111             :      * @return A valid framebuffer if it was created successfully else nullptr.
     112             :      */
     113             :     virtual std::unique_ptr<IFramebuffer> CreateFramebuffer(
     114             :         const char* name, SColorAttachment* colorAttachment,
     115             :         SDepthStencilAttachment* depthStencilAttachment) = 0;
     116             : 
     117             :     virtual std::unique_ptr<IBuffer> CreateBuffer(
     118             :         const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) = 0;
     119             : 
     120             :     virtual std::unique_ptr<IShaderProgram> CreateShaderProgram(
     121             :         const CStr& name, const CShaderDefines& defines) = 0;
     122             : 
     123             :     /**
     124             :      * Acquires a backbuffer for rendering a frame.
     125             :      *
     126             :      * @return True if it was successfully acquired and we can render to it.
     127             :      */
     128             :     virtual bool AcquireNextBackbuffer() = 0;
     129             : 
     130             :     /**
     131             :      * Returns a framebuffer for the current backbuffer with the required
     132             :      * attachment operations. It should not be called if the last
     133             :      * AcquireNextBackbuffer call returned false.
     134             :      *
     135             :      * It's guaranteed that for the same acquired backbuffer this function returns
     136             :      * a framebuffer with the same attachments and properties except load and
     137             :      * store operations.
     138             :      *
     139             :      * @return The last successfully acquired framebuffer that wasn't
     140             :      * presented.
     141             :      */
     142             :     virtual IFramebuffer* GetCurrentBackbuffer(
     143             :         const AttachmentLoadOp colorAttachmentLoadOp,
     144             :         const AttachmentStoreOp colorAttachmentStoreOp,
     145             :         const AttachmentLoadOp depthStencilAttachmentLoadOp,
     146             :         const AttachmentStoreOp depthStencilAttachmentStoreOp) = 0;
     147             : 
     148             :     /**
     149             :      * Presents the backbuffer to the swapchain queue to be flipped on a
     150             :      * screen. Should be called only if the last AcquireNextBackbuffer call
     151             :      * returned true.
     152             :      */
     153             :     virtual void Present() = 0;
     154             : 
     155             :     /**
     156             :      * Should be called on window surface resize. It's the device owner
     157             :      * responsibility to call that function. Shouldn't be called during
     158             :      * rendering to an acquired backbuffer.
     159             :      */
     160             :     virtual void OnWindowResize(const uint32_t width, const uint32_t height) = 0;
     161             : 
     162             :     virtual bool IsTextureFormatSupported(const Format format) const = 0;
     163             : 
     164             :     virtual bool IsFramebufferFormatSupported(const Format format) const = 0;
     165             : 
     166             :     /**
     167             :      * Returns the most suitable format for the usage. Returns
     168             :      * Format::UNDEFINED if there is no such format.
     169             :      */
     170             :     virtual Format GetPreferredDepthStencilFormat(
     171             :         const uint32_t usage, const bool depth, const bool stencil) const = 0;
     172             : 
     173             :     virtual const Capabilities& GetCapabilities() const = 0;
     174             : };
     175             : 
     176             : } // namespace Backend
     177             : 
     178             : } // namespace Renderer
     179             : 
     180             : #endif // INCLUDED_RENDERER_BACKEND_IDEVICE

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