mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 05:04:45 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
288 lines
11 KiB
C++
288 lines
11 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXGLDEVICE_H_
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#define _GFXGLDEVICE_H_
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#include "platform/platform.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxInit.h"
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#include "gfx/gl/tGL/tGL.h"
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#include "windowManager/platformWindow.h"
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#include "gfx/gfxFence.h"
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#include "gfx/gfxResource.h"
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#include "gfx/gl/gfxGLStateBlock.h"
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class GFXGLTextureArray;
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class GFXGLVertexBuffer;
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class GFXGLPrimitiveBuffer;
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class GFXGLTextureTarget;
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class GFXGLCubemap;
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class GFXGLCubemapArray;
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class GFXGLStateCache;
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class GFXGLVertexDecl;
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class GFXGLShaderConstBuffer;
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class GFXGLDevice : public GFXDevice
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{
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public:
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struct GLCapabilities
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{
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bool anisotropicFiltering;
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bool bufferStorage;
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bool textureStorage;
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bool copyImage;
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bool vertexAttributeBinding;
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bool khrDebug;
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bool extDebugMarker;
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};
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GLCapabilities mCapabilities;
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// UBO map
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typedef Map<String, GLuint> DeviceBufferMap;
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// grab device buffer.
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GLuint getDeviceBuffer(const GFXShaderConstDesc desc);
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void zombify();
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void resurrect();
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GFXGLDevice(U32 adapterIndex);
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virtual ~GFXGLDevice();
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static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
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static GFXDevice *createInstance( U32 adapterIndex );
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void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ) override;
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virtual void activate() { }
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virtual void deactivate() { }
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GFXAdapterType getAdapterType() override { return OpenGL; }
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void enterDebugEvent(ColorI color, const char *name) override;
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void leaveDebugEvent() override;
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void setDebugMarker(ColorI color, const char *name) override;
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void enumerateVideoModes() override;
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virtual U32 getTotalVideoMemory_GL_EXT();
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virtual U32 getTotalVideoMemory();
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GFXCubemap * createCubemap() override;
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GFXCubemapArray *createCubemapArray() override;
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GFXTextureArray *createTextureArray() override;
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F32 getFillConventionOffset() const override { return 0.0f; }
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///@}
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/// @name Render Target functions
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/// @{
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///
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GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true) override;
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GFXWindowTarget *allocWindowTarget(PlatformWindow *window) override;
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void _updateRenderTargets() override;
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///@}
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/// @name Shader functions
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/// @{
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F32 getPixelShaderVersion() const override { return mPixelShaderVersion; }
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void setPixelShaderVersion( F32 version ) override { mPixelShaderVersion = version; }
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void setShader(GFXShader *shader, bool force = false) override;
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/// @attention GL cannot check if the given format supports blending or filtering!
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GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
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const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) override;
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/// Returns the number of texture samplers that can be used in a shader rendering pass
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U32 getNumSamplers() const override;
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/// Returns the number of simultaneous render targets supported by the device.
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U32 getNumRenderTargets() const override;
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GFXShader* createShader() override;
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//TODO: implement me!
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void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) override;
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void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) override;
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void clearColorAttachment(const U32 attachment, const LinearColorF& color) override;
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bool beginSceneInternal() override;
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void endSceneInternal() override;
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void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) override;
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void drawIndexedPrimitive( GFXPrimitiveType primType,
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U32 startVertex,
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U32 minIndex,
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U32 numVerts,
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U32 startIndex,
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U32 primitiveCount ) override;
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void setClipRect( const RectI &rect ) override;
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const RectI &getClipRect() const override { return mClip; }
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void preDestroy() override { Parent::preDestroy(); }
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U32 getMaxDynamicVerts() override { return GFX_MAX_DYNAMIC_VERTS; }
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U32 getMaxDynamicIndices() override { return GFX_MAX_DYNAMIC_INDICES; }
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GFXFence *createFence() override;
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GFXOcclusionQuery* createOcclusionQuery() override;
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GFXGLStateBlockRef getCurrentStateBlock() { return mCurrentGLStateBlock; }
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void setupGenericShaders( GenericShaderType type = GSColor ) override;
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///
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bool supportsAnisotropic() const { return mCapabilities.anisotropicFiltering; }
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GFXGLStateCache* getOpenglCache() { return mOpenglStateCache; }
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GFXTextureObject* getDefaultDepthTex() const;
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/// Returns the number of vertex streams supported by the device.
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const U32 getNumVertexStreams() const { return mNumVertexStream; }
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bool glUseMap() const { return mUseGlMap; }
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const char* interpretDebugResult(long result) override { return "Not Implemented"; };
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protected:
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/// Called by GFXDevice to create a device specific stateblock
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GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc) override;
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/// Called by GFXDevice to actually set a stateblock.
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void setStateBlockInternal(GFXStateBlock* block, bool force) override;
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/// Called by base GFXDevice to actually set a const buffer
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void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) override;
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void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture) override;
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virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
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virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
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virtual void setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
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/// @name State Initalization.
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/// @{
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/// State initalization. This MUST BE CALLED in setVideoMode after the device
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/// is created.
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void initStates() override { }
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GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType,
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void* data = NULL) override;
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GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL ) override;
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// NOTE: The GL device doesn't need a vertex declaration at
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// this time, but we need to return something to keep the system
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// from retrying to allocate one on every call.
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GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) override;
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void setVertexDecl( const GFXVertexDecl *decl ) override;
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void setVertexStream( U32 stream, GFXVertexBuffer *buffer ) override;
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void setVertexStreamFrequency( U32 stream, U32 frequency ) override;
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StrongRefPtr<GFXGLShaderConstBuffer> mCurrentConstBuffer;
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DeviceBufferMap mDeviceBufferMap;
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private:
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typedef GFXDevice Parent;
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friend class GFXGLTextureObject;
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friend class GFXGLCubemap;
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friend class GFXGLCubemapArray;
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friend class GFXGLTextureArray;
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friend class GFXGLWindowTarget;
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friend class GFXGLPrimitiveBuffer;
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friend class GFXGLVertexBuffer;
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static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
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U32 mAdapterIndex;
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StrongRefPtr<GFXGLVertexBuffer> mCurrentVB[VERTEX_STREAM_COUNT];
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U32 mCurrentVB_Divisor[VERTEX_STREAM_COUNT];
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bool mNeedUpdateVertexAttrib;
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StrongRefPtr<GFXGLPrimitiveBuffer> mCurrentPB;
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U32 mDrawInstancesCount;
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GFXShader* mCurrentShader;
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GFXShaderRef mGenericShader[GS_COUNT];
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GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
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GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
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/// Since GL does not have separate world and view matrices we need to track them
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MatrixF m_mCurrentWorld;
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MatrixF m_mCurrentView;
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void* mContext;
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void* mPixelFormat;
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F32 mPixelShaderVersion;
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U32 mNumVertexStream;
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U32 mMaxShaderTextures;
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U32 mMaxFFTextures;
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U32 mMaxTRColors;
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RectI mClip;
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GFXGLStateBlockRef mCurrentGLStateBlock;
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GLenum mActiveTextureType[GFX_TEXTURE_STAGE_COUNT];
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Vector< StrongRefPtr<GFXGLVertexBuffer> > mVolatileVBs; ///< Pool of existing volatile VBs so we can reuse previously created ones
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Vector< StrongRefPtr<GFXGLPrimitiveBuffer> > mVolatilePBs; ///< Pool of existing volatile PBs so we can reuse previously created ones
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GLsizei primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
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void preDrawPrimitive();
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void postDrawPrimitive(U32 primitiveCount);
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GFXVertexBuffer* findVolatileVBO(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize); ///< Returns an existing volatile VB which has >= numVerts and the same vert flags/size, or creates a new VB if necessary
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GFXPrimitiveBuffer* findVolatilePBO(U32 numIndices, U32 numPrimitives); ///< Returns an existing volatile PB which has >= numIndices, or creates a new PB if necessary
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void vsyncCallback(); ///< Vsync callback
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void initGLState(); ///< Guaranteed to be called after all extensions have been loaded, use to init card profiler, shader version, max samplers, etc.
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GFXFence* _createPlatformSpecificFence(); ///< If our platform (e.g. OS X) supports a fence extenstion (e.g. GL_APPLE_fence) this will create one, otherwise returns NULL
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void setPB(GFXGLPrimitiveBuffer* pb); ///< Sets mCurrentPB
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GFXGLStateCache *mOpenglStateCache;
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GFXWindowTargetRef *mWindowRT;
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bool mUseGlMap;
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};
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#define GFXGL static_cast<GFXGLDevice*>(GFXDevice::get())
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#endif
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