Torque3D/Engine/source/gfx/gl/gfxGLDevice.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

288 lines
11 KiB
C++

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