LCOV - code coverage report
Current view: top level - source/renderer/backend/gl - Device.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 9 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 9 0.0 %

          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_GL_DEVICE
      19             : #define INCLUDED_RENDERER_BACKEND_GL_DEVICE
      20             : 
      21             : #include "renderer/backend/Format.h"
      22             : #include "renderer/backend/gl/Buffer.h"
      23             : #include "renderer/backend/gl/DeviceForward.h"
      24             : #include "renderer/backend/gl/Framebuffer.h"
      25             : #include "renderer/backend/gl/ShaderProgram.h"
      26             : #include "renderer/backend/gl/Texture.h"
      27             : #include "renderer/backend/IDevice.h"
      28             : #include "scriptinterface/ScriptForward.h"
      29             : 
      30             : #include <memory>
      31             : #include <string>
      32             : #include <tuple>
      33             : #include <unordered_map>
      34             : #include <vector>
      35             : 
      36             : typedef struct SDL_Window SDL_Window;
      37             : typedef void* SDL_GLContext;
      38             : 
      39             : namespace Renderer
      40             : {
      41             : 
      42             : namespace Backend
      43             : {
      44             : 
      45             : namespace GL
      46             : {
      47             : 
      48             : class CDeviceCommandContext;
      49             : 
      50           0 : class CDevice final : public IDevice
      51             : {
      52             : public:
      53             :     ~CDevice() override;
      54             : 
      55             :     /**
      56             :      * Creates the GL device and the GL context for the window if it presents.
      57             :      */
      58             :     static std::unique_ptr<IDevice> Create(SDL_Window* window, const bool arb);
      59             : 
      60           0 :     Backend GetBackend() const override { return m_ARB ? Backend::GL_ARB : Backend::GL; }
      61             : 
      62           0 :     const std::string& GetName() const override { return m_Name; }
      63           0 :     const std::string& GetVersion() const override { return m_Version; }
      64           0 :     const std::string& GetDriverInformation() const override { return m_DriverInformation; }
      65           0 :     const std::vector<std::string>& GetExtensions() const override { return m_Extensions; }
      66             : 
      67             :     void Report(const ScriptRequest& rq, JS::HandleValue settings) override;
      68             : 
      69             :     std::unique_ptr<IDeviceCommandContext> CreateCommandContext() override;
      70             : 
      71             :     std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
      72             :         const SGraphicsPipelineStateDesc& pipelineStateDesc) override;
      73             : 
      74             :     std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
      75             :         const PS::span<const SVertexAttributeFormat> attributes) override;
      76             : 
      77           0 :     CDeviceCommandContext* GetActiveCommandContext() { return m_ActiveCommandContext; }
      78             : 
      79             :     std::unique_ptr<ITexture> CreateTexture(
      80             :         const char* name, const ITexture::Type type, const uint32_t usage,
      81             :         const Format format, const uint32_t width, const uint32_t height,
      82             :         const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) override;
      83             : 
      84             :     std::unique_ptr<ITexture> CreateTexture2D(
      85             :         const char* name, const uint32_t usage,
      86             :         const Format format, const uint32_t width, const uint32_t height,
      87             :         const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) override;
      88             : 
      89             :     std::unique_ptr<IFramebuffer> CreateFramebuffer(
      90             :         const char* name, SColorAttachment* colorAttachment,
      91             :         SDepthStencilAttachment* depthStencilAttachment) override;
      92             : 
      93             :     std::unique_ptr<IBuffer> CreateBuffer(
      94             :         const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) override;
      95             : 
      96             :     std::unique_ptr<IShaderProgram> CreateShaderProgram(
      97             :         const CStr& name, const CShaderDefines& defines) override;
      98             : 
      99             :     bool AcquireNextBackbuffer() override;
     100             : 
     101             :     IFramebuffer* GetCurrentBackbuffer(
     102             :         const AttachmentLoadOp colorAttachmentLoadOp,
     103             :         const AttachmentStoreOp colorAttachmentStoreOp,
     104             :         const AttachmentLoadOp depthStencilAttachmentLoadOp,
     105             :         const AttachmentStoreOp depthStencilAttachmentStoreOp) override;
     106             : 
     107             :     void Present() override;
     108             : 
     109             :     void OnWindowResize(const uint32_t width, const uint32_t height) override;
     110             : 
     111           0 :     bool UseFramebufferInvalidating() const { return m_UseFramebufferInvalidating; }
     112             : 
     113             :     bool IsTextureFormatSupported(const Format format) const override;
     114             : 
     115             :     bool IsFramebufferFormatSupported(const Format format) const override;
     116             : 
     117             :     Format GetPreferredDepthStencilFormat(
     118             :         const uint32_t usage, const bool depth, const bool stencil) const override;
     119             : 
     120           0 :     const Capabilities& GetCapabilities() const override { return m_Capabilities; }
     121             : 
     122             : private:
     123             :     CDevice();
     124             : 
     125             :     SDL_Window* m_Window = nullptr;
     126             :     SDL_GLContext m_Context = nullptr;
     127             :     int m_SurfaceDrawableWidth = 0, m_SurfaceDrawableHeight = 0;
     128             : 
     129             :     bool m_ARB = false;
     130             : 
     131             :     std::string m_Name;
     132             :     std::string m_Version;
     133             :     std::string m_DriverInformation;
     134             :     std::vector<std::string> m_Extensions;
     135             : 
     136             :     // GL can have the only one command context at once.
     137             :     // TODO: remove as soon as we have no GL code outside backend, currently
     138             :     // it's used only as a helper for transition.
     139             :     CDeviceCommandContext* m_ActiveCommandContext = nullptr;
     140             : 
     141             :     using BackbufferKey = std::tuple<
     142             :         AttachmentLoadOp, AttachmentStoreOp,
     143             :         AttachmentLoadOp, AttachmentStoreOp>;
     144             :     struct BackbufferKeyHash
     145             :     {
     146             :         size_t operator()(const BackbufferKey& key) const;
     147             :     };
     148             :     // We use std::unordered_map to avoid storing sizes of Attachment*Op
     149             :     // enumerations. If it becomes a performance issue we'll replace it
     150             :     // by an array.
     151             :     std::unordered_map<
     152             :         BackbufferKey, std::unique_ptr<CFramebuffer>, BackbufferKeyHash> m_Backbuffers;
     153             :     bool m_BackbufferAcquired = false;
     154             :     bool m_UseFramebufferInvalidating = false;
     155             : 
     156             :     Capabilities m_Capabilities{};
     157             : };
     158             : 
     159             : } // namespace GL
     160             : 
     161             : } // namespace Backend
     162             : 
     163             : } // namespace Renderer
     164             : 
     165             : #endif // INCLUDED_RENDERER_BACKEND_GL_DEVICE

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