//----------------------------------------------------------------------------- // 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 GFXGLDevice : public GFXDevice { public: struct GLCapabilities { bool anisotropicFiltering; bool bufferStorage; bool textureStorage; bool copyImage; bool vertexAttributeBinding; bool khrDebug; bool extDebugMarker; }; GLCapabilities mCapabilities; void zombify(); void resurrect(); GFXGLDevice(U32 adapterIndex); virtual ~GFXGLDevice(); static void enumerateAdapters( Vector &adapterList ); static GFXDevice *createInstance( U32 adapterIndex ); virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ); virtual void activate() { } virtual void deactivate() { } virtual GFXAdapterType getAdapterType() { return OpenGL; } virtual void enterDebugEvent(ColorI color, const char *name); virtual void leaveDebugEvent(); virtual void setDebugMarker(ColorI color, const char *name); virtual void enumerateVideoModes(); virtual U32 getTotalVideoMemory_GL_EXT(); virtual U32 getTotalVideoMemory(); virtual GFXCubemap * createCubemap(); virtual GFXCubemapArray *createCubemapArray(); virtual GFXTextureArray *createTextureArray(); virtual F32 getFillConventionOffset() const { return 0.0f; } ///@} /// @name Render Target functions /// @{ /// virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true); virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window); virtual void _updateRenderTargets(); ///@} /// @name Shader functions /// @{ virtual F32 getPixelShaderVersion() const { return mPixelShaderVersion; } virtual void setPixelShaderVersion( F32 version ) { mPixelShaderVersion = version; } virtual void setShader(GFXShader *shader, bool force = false); /// @attention GL cannot check if the given format supports blending or filtering! virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile, const Vector &formats, bool texture, bool mustblend, bool mustfilter); /// Returns the number of texture samplers that can be used in a shader rendering pass virtual U32 getNumSamplers() const; /// Returns the number of simultaneous render targets supported by the device. virtual U32 getNumRenderTargets() const; virtual GFXShader* createShader(); //TODO: implement me! virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face); virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ); virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color); virtual bool beginSceneInternal(); virtual void endSceneInternal(); virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ); virtual void drawIndexedPrimitive( GFXPrimitiveType primType, U32 startVertex, U32 minIndex, U32 numVerts, U32 startIndex, U32 primitiveCount ); virtual void setClipRect( const RectI &rect ); virtual const RectI &getClipRect() const { return mClip; } virtual void preDestroy() { Parent::preDestroy(); } virtual U32 getMaxDynamicVerts() { return GFX_MAX_DYNAMIC_VERTS; } virtual U32 getMaxDynamicIndices() { return GFX_MAX_DYNAMIC_INDICES; } GFXFence *createFence(); GFXOcclusionQuery* createOcclusionQuery(); GFXGLStateBlockRef getCurrentStateBlock() { return mCurrentGLStateBlock; } virtual void setupGenericShaders( GenericShaderType type = GSColor ); /// 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) { return "Not Implemented"; }; protected: /// Called by GFXDevice to create a device specific stateblock virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc); /// Called by GFXDevice to actually set a stateblock. virtual void setStateBlockInternal(GFXStateBlock* block, bool force); /// Called by base GFXDevice to actually set a const buffer virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer); virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture); 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. virtual void initStates() { } virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize, GFXBufferType bufferType, void* data = NULL); virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL ); // 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. virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ); virtual void setVertexDecl( const GFXVertexDecl *decl ); virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer ); virtual void setVertexStreamFrequency( U32 stream, U32 frequency ); 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 mCurrentVB[VERTEX_STREAM_COUNT]; U32 mCurrentVB_Divisor[VERTEX_STREAM_COUNT]; bool mNeedUpdateVertexAttrib; StrongRefPtr 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 > mVolatileVBs; ///< Pool of existing volatile VBs so we can reuse previously created ones Vector< StrongRefPtr > 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(GFXDevice::get()) #endif