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- //-----------------------------------------------------------------------------
- // 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<GFXAdapter*> &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<GFXFormat> &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<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
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