//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" #include "BsSamplerState.h" #include "BsCommandQueue.h" #include "BsDrawOps.h" #include "BsRenderAPICapabilities.h" #include "BsRenderTarget.h" #include "BsRenderTexture.h" #include "BsRenderWindow.h" #include "BsGpuProgram.h" #include "BsVertexDeclaration.h" #include "BsPlane.h" #include "BsModule.h" #include "BsEvent.h" namespace BansheeEngine { /** @addtogroup RenderAPI * @{ */ class RenderAPIInfo; /** * Provides access to RenderAPICore from the simulation thread. All the commands get queued on the accessor provided * to each method and get be executed on the core thread later. * * @see RenderAPICore * * @note Sim thread only. */ class BS_CORE_EXPORT RenderAPI { public: /** * @copydoc RenderAPICore::setTexture() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, const SPtr& texture); /** * @copydoc RenderAPICore::setLoadStoreTexture() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, const SPtr& texture, const TextureSurface& surface); /** * @copydoc RenderAPICore::setBuffer() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setBuffer(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr& buffer, bool loadStore = false); /** * @copydoc RenderAPICore::setSamplerState() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, const SPtr& samplerState); /** * @copydoc RenderAPICore::setBlendState() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setBlendState(CoreAccessor& accessor, const SPtr& blendState); /** * @copydoc RenderAPICore::setRasterizerState() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setRasterizerState(CoreAccessor& accessor, const SPtr& rasterizerState); /** * @copydoc RenderAPICore::setDepthStencilState() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setDepthStencilState(CoreAccessor& accessor, const SPtr& depthStencilState, UINT32 stencilRefValue); /** * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the * buffer at the specified index. * * @param[in] accessor Accessor on which will this command be queued for execution. * @param[in] index Index at which to start binding the vertex buffers. * @param[in] buffers A list of buffers to bind to the pipeline. */ static void setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector>& buffers); /** * @copydoc RenderAPICore::setIndexBuffer() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setIndexBuffer(CoreAccessor& accessor, const SPtr& buffer); /** * @copydoc RenderAPICore::setVertexDeclaration() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setVertexDeclaration(CoreAccessor& accessor, const SPtr& vertexDeclaration); /** * @copydoc RenderAPICore::setViewport() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setViewport(CoreAccessor& accessor, const Rect2& area); /** * @copydoc RenderAPICore::setDrawOperation() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setDrawOperation(CoreAccessor& accessor, DrawOperationType op); /** * @copydoc RenderAPICore::setScissorRect() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setScissorRect(CoreAccessor& accessor, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600); /** * @copydoc RenderAPICore::setRenderTarget() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void setRenderTarget(CoreAccessor& accessor, const SPtr& target, bool readOnlyDepthStencil = false); /** * @copydoc RenderAPICore::bindGpuProgram() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void bindGpuProgram(CoreAccessor& accessor, const SPtr& prg); /** * @copydoc RenderAPICore::unbindGpuProgram() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype); /** * @copydoc RenderAPICore::beginFrame() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void beginRender(CoreAccessor& accessor); /** * @copydoc RenderAPICore::endFrame() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void endRender(CoreAccessor& accessor); /** * @copydoc RenderAPICore::clearRenderTarget() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void clearRenderTarget(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF); /** * @copydoc RenderAPICore::clearViewport() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF); /** * @copydoc RenderAPICore::swapBuffers() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void swapBuffers(CoreAccessor& accessor, const SPtr& target); /** * @copydoc RenderAPICore::draw() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0); /** * @copydoc RenderAPICore::drawIndexed() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0); /** * @copydoc RenderAPICore::dispatchCompute() * * @param[in] accessor Accessor on which will this command be queued for execution. */ static void dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1); /** @copydoc RenderAPICore::getVideoModeInfo */ static const VideoModeInfo& getVideoModeInfo(); /** @copydoc RenderAPICore::convertProjectionMatrix */ static void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest); /** @copydoc RenderAPICore::getAPIInfo */ static const RenderAPIInfo& getAPIInfo(); }; /** Contains properties specific to a render API implementation. */ class RenderAPIInfo { public: RenderAPIInfo(float horzTexelOffset, float vertTexelOffset, float minDepth, float maxDepth, VertexElementType vertexColorType, bool vertexColorFlip, bool ndcVerticalTopToBottom, bool columnMajorMatrices, bool multiThreadedCB) : mHorizontalTexelOffset(horzTexelOffset), mVerticalTexelOffset(vertTexelOffset), mMinDepth(minDepth) , mMaxDepth(maxDepth), mVertexColorType(vertexColorType), mVertexColorFlip(vertexColorFlip) , mNDCYAxisDown(ndcVerticalTopToBottom), mColumnMajorMatrices(columnMajorMatrices) , mMultiThreadedCB(multiThreadedCB) { } /** Gets the native type used for vertex colors. */ VertexElementType getColorVertexElementType() const { return mVertexColorType; } /** Gets horizontal texel offset used for mapping texels to pixels in this render system. */ float getHorizontalTexelOffset() const { return mHorizontalTexelOffset; } /** Gets vertical texel offset used for mapping texels to pixels in this render system. */ float getVerticalTexelOffset() const { return mVerticalTexelOffset; } /** Gets the minimum (closest) depth value used by this render system. */ float getMinimumDepthInputValue() const { return mMinDepth; } /** Gets the maximum (farthest) depth value used by this render system. */ float getMaximumDepthInputValue() const { return mMaxDepth; } /** Checks if vertex color needs to be flipped before sent to the shader. */ bool getVertexColorFlipRequired() const { return mVertexColorFlip; } /** Checks whether GPU programs expect matrices in column major format. */ bool getGpuProgramHasColumnMajorMatrices() const { return mColumnMajorMatrices; } /** * Returns true if Y axis in normalized device coordinates points down, false if up. If axis is pointing down the * NDC at the top is -1, and at the bottom is 1, otherwise reverse. */ bool getNDCYAxisDown() const { return mNDCYAxisDown; } /** * Checks if the API supports native multi-threaded command buffer generation. On APIs that don't support it * command buffers can still be used, but it will be more efficient to use the immediate rendering operations. */ bool getMultiThreadedCBGeneration() const { return mMultiThreadedCB; } private: float mHorizontalTexelOffset = 0.0f; float mVerticalTexelOffset = 0.0f; float mMinDepth = 0.0f; float mMaxDepth = 1.0f; VertexElementType mVertexColorType = VET_COLOR_ABGR; bool mVertexColorFlip = false; bool mNDCYAxisDown = true; bool mColumnMajorMatrices = false; bool mMultiThreadedCB = false; }; /** @} */ /** @addtogroup RenderAPI-Internal * @{ */ /** * Provides low-level API access to rendering commands (internally wrapping DirectX/OpenGL/Vulkan or similar). * * Methods that accept a CommandBuffer parameter get queued in the provided command buffer, and don't get executed until * executeCommands() method is called. User is allowed to populate command buffers from non-core threads, but they all * must get executed from the core thread. * * If a command buffer is not provivided to such methods, they execute immediately. Without a command buffer the methods * are only allowed to be called from the core thread. * * @note Accessible on any thread for methods accepting a CommandBuffer. Otherwise core thread unless specifically * noted otherwise on per-method basis. */ class BS_CORE_EXPORT RenderAPICore : public Module { public: RenderAPICore(); virtual ~RenderAPICore(); /** * Returns the name of the rendering system. * * @note Thread safe. */ virtual const StringID& getName() const = 0; /** * Gets the name of the primary shading language used by the rendering system. * * @note Thread safe. */ virtual const String& getShadingLanguageName() const = 0; /** * Sets a sampler state for the specified texture unit. Make sure to assign the sampler state after the texture * has been assigned, as certain APIs will reset sampler state on texture bind. * * @param[in] gptype Determines to which GPU program slot to bind the sampler state. * @param[in] texUnit Texture unit index to bind the state to. * @param[in] samplerState Sampler state to bind, or null to unbind. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics or compute operations. * * @see SamplerState */ virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr& samplerState, const SPtr& commandBuffer = nullptr) = 0; /** * Sets a blend state used for all active render targets. * * @param[in] blendState Blend state to bind, or null to unbind. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. * * @see BlendState */ virtual void setBlendState(const SPtr& blendState, const SPtr& commandBuffer = nullptr) = 0; /** * Sets a state that controls various rasterizer options. * * @param[in] rasterizerState Rasterizer state to bind, or null to unbind. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is * called. Buffer must support graphics operations. * * @see RasterizerState */ virtual void setRasterizerState(const SPtr& rasterizerState, const SPtr& commandBuffer = nullptr) = 0; /** * Sets a state that controls depth & stencil buffer options. * * @param[in] depthStencilState Depth-stencil state to bind, or null to unbind. * @param[in] stencilRefValue Stencil reference value to be used for stencil comparisons, if enabled. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is * called. Buffer must support graphics operations. * * @see DepthStencilState */ virtual void setDepthStencilState(const SPtr& depthStencilState, UINT32 stencilRefValue, const SPtr& commandBuffer = nullptr) = 0; /** * Binds a texture to the pipeline for the specified GPU program type at the specified slot. If the slot matches * the one configured in the GPU program the program will be able to access this texture on the GPU. * * @param[in] gptype Determines to which GPU program slot to bind the texture. * @param[in] texUnit Texture unit index to bind the texture to. * @param[in] texture Texture to bind. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics or compute operations. */ virtual void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr& texture, const SPtr& commandBuffer = nullptr) = 0; /** * Binds a texture that can be used for random load/store operations from a GPU program. * * @param[in] gptype Determines to which GPU program slot to bind the texture. * @param[in] texUnit Texture unit index to bind the texture to. * @param[in] texture Texture to bind. * @param[in] surface Determines which surface of the texture to bind. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics or compute operations. */ virtual void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr& texture, const TextureSurface& surface, const SPtr& commandBuffer = nullptr) = 0; /** * Binds a buffer that can be used for read or write operations on the GPU. * * @param[in] gptype Determines to which GPU program slot to bind the buffer. * @param[in] unit GPU program unit index to bind the buffer to. * @param[in] buffer Buffer to bind. * @param[in] loadStore If true the buffer will be bound with support for unordered reads and writes, * otherwise it will only be bound for reads. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics or compute operations. */ virtual void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr& buffer, bool loadStore = false, const SPtr& commandBuffer = nullptr) = 0; /** * Signals that rendering for a specific viewport has started. Any draw calls need to be called between beginFrame() * and endFrame(). * * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void beginFrame(const SPtr& commandBuffer = nullptr) = 0; /** * Ends that rendering to a specific viewport has ended. * * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void endFrame(const SPtr& commandBuffer = nullptr) = 0; /** * Sets the active viewport that will be used for all render operations. * * @param[in] area Area of the viewport, in normalized ([0,1] range) coordinates. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void setViewport(const Rect2& area, const SPtr& commandBuffer = nullptr) = 0; /** * Allows you to set up a region in which rendering can take place. Coordinates are in pixels. No rendering will be * done to render target pixels outside of the provided region. * * @param[in] left Left border of the scissor rectangle, in pixels. * @param[in] top Top border of the scissor rectangle, in pixels. * @param[in] right Right border of the scissor rectangle, in pixels. * @param[in] bottom Bottom border of the scissor rectangle, in pixels. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom, const SPtr& commandBuffer = nullptr) = 0; /** * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the * buffer at the specified index. * * @param[in] index Index at which to start binding the vertex buffers. * @param[in] buffers A list of buffers to bind to the pipeline. * @param[in] numBuffers Number of buffers in the @p buffers list. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void setVertexBuffers(UINT32 index, SPtr* buffers, UINT32 numBuffers, const SPtr& commandBuffer = nullptr) = 0; /** * Sets an index buffer to use when drawing. Indices in an index buffer reference vertices in the vertex buffer, * which increases cache coherency and reduces the size of vertex buffers by eliminating duplicate data. * * @param[in] buffer Index buffer to bind, null to unbind. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void setIndexBuffer(const SPtr& buffer, const SPtr& commandBuffer = nullptr) = 0; /** * Assigns a parameter buffer containing constants (uniforms) for use in a GPU program. * * @param[in] gptype Type of GPU program to bind the buffer to. * @param[in] slot Slot to bind the buffer to. The slot is dependant on the GPU program the buffer will * be used with. * @param[in] buffer Buffer containing constants (uniforms) for use by the shader. * @param[in] paramDesc Description of all parameters in the buffer. Required mostly for backwards * compatibility. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics or compute operations. */ virtual void setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr& buffer, const SPtr& paramDesc, const SPtr& commandBuffer = nullptr) = 0; /** * Sets the vertex declaration to use when drawing. Vertex declaration is used to decode contents of a single * vertex in a vertex buffer. * * @param[in] vertexDeclaration Vertex declaration to bind. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is * called. Buffer must support graphics operations. */ virtual void setVertexDeclaration(const SPtr& vertexDeclaration, const SPtr& commandBuffer = nullptr) = 0; /** * Sets the draw operation that determines how to interpret the elements of the index or vertex buffers. * * @param[in] op Draw operation to enable. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void setDrawOperation(DrawOperationType op, const SPtr& commandBuffer = nullptr) = 0; /** * Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers. Draws directly from * the vertex buffer without using indices. * * @param[in] vertexOffset Offset into the currently bound vertex buffer to start drawing from. * @param[in] vertexCount Number of vertices to draw. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally) * separate per-instance data. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0, const SPtr& commandBuffer = nullptr) = 0; /** * Draw an object based on currently bound GPU programs, vertex declaration, vertex and index buffers. * * @param[in] startIndex Offset into the currently bound index buffer to start drawing from. * @param[in] indexCount Number of indices to draw. * @param[in] vertexOffset Offset to apply to each vertex index. * @param[in] vertexCount Number of vertices to draw. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally) * separate per-instance data. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0, const SPtr& commandBuffer = nullptr) = 0; /** * Executes the currently bound compute shader. * * @param[in] numGroupsX Number of groups to start in the X direction. Must be in range [1, 65535]. * @param[in] numGroupsY Number of groups to start in the Y direction. Must be in range [1, 65535]. * @param[in] numGroupsZ Number of groups to start in the Z direction. Must be in range [1, 64]. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support compute or graphics operations. */ virtual void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1, const SPtr& commandBuffer = nullptr) = 0; /** * Swap the front and back buffer of the specified render target. * * @param[in] target Render target to perform the buffer swap on. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void swapBuffers(const SPtr& target, const SPtr& commandBuffer = nullptr) = 0; /** * Binds the provided GPU program to the pipeline. Any following draw operations will use this program. * * @param[in] prg GPU program to bind. Slot it is bound to is determined by the program type. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics or compute operations (depending on program type). * * @note You need to bind at least a vertex and a fragment program in order to draw something. */ virtual void bindGpuProgram(const SPtr& prg, const SPtr& commandBuffer = nullptr) = 0; /** * Unbinds a program of a given type. * * @param[in] gptype GPU program slot to unbind the program from. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics or compute operations (depending on program type). */ virtual void unbindGpuProgram(GpuProgramType gptype, const SPtr& commandBuffer = nullptr) = 0; /** * Change the render target into which we want to draw. * * @param[in] target Render target to draw to. * @param[in] readOnlyDepthStencil If true the caller guarantees he won't write to the depth/stencil buffer * (if any was provided). This allows the depth buffer to be bound for depth * testing, as well as reading in a shader, at the same time. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is * called. Buffer must support graphics operations. */ virtual void setRenderTarget(const SPtr& target, bool readOnlyDepthStencil = false, const SPtr& commandBuffer = nullptr) = 0; /** * Clears the currently active render target. * * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are * to be cleared. * @param[in] color The color to clear the color buffer with, if enabled. * @param[in] depth The value to initialize the depth buffer with, if enabled. * @param[in] stencil The value to initialize the stencil buffer with, if enabled. * @param[in] targetMask In case multiple render targets are bound, this allows you to control which ones to * clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations). * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr& commandBuffer = nullptr) = 0; /** * Clears the currently active viewport (meaning it clears just a sub-area of a render-target that is covered by the * viewport, as opposed to clearRenderTarget() which always clears the entire render target). * * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are to * be cleared. * @param[in] color The color to clear the color buffer with, if enabled. * @param[in] depth The value to initialize the depth buffer with, if enabled. * @param[in] stencil The value to initialize the stencil buffer with, if enabled. * @param[in] targetMask In case multiple render targets are bound, this allows you to control which ones to * clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations). * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation * is executed immediately. Otherwise it is executed when executeCommands() is called. * Buffer must support graphics operations. */ virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr& commandBuffer = nullptr) = 0; /** Appends all commands from the provided secondary command buffer into the primary command buffer. */ virtual void addCommands(const SPtr& commandBuffer, const SPtr& secondary) = 0; /** * Executes all commands in the provided command buffer. Command buffer cannot be secondary. * * @note Core thread only. */ virtual void executeCommands(const SPtr& commandBuffer) = 0; /** Returns information about the driver version. */ virtual const DriverVersion& getDriverVersion() const; /** * Gets the capabilities of the render system. * * @note Thread safe. */ const RenderAPICapabilities& getCapabilities() const { return *mCurrentCapabilities; } /** * Returns information about available output devices and their video modes. * * @note Thread safe. */ const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; } /************************************************************************/ /* UTILITY METHODS */ /************************************************************************/ /** * Contains a default matrix into a matrix suitable for use by this specific render system. * * @note Thread safe. */ virtual void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) = 0; /** * Returns information about the specific API implementation. * * @note Thread safe. */ virtual const RenderAPIInfo& getAPIInfo() const = 0; /** * Generates a parameter block description and calculates per-parameter offsets for the provided gpu data * parameters. The offsets are render API specific and correspond to std140 layout for OpenGL, and the default * layout in DirectX. * * @param[in] name Name to assign the parameter block. * @param[in] params List of parameters in the parameter block. Only name, type and array size fields need to be * populated, the rest will be populated when the method returns. * @return Descriptor for the parameter block holding the provided parameters as laid out by the * default render API layout. */ virtual GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector& params) = 0; /************************************************************************/ /* INTERNAL METHODS */ /************************************************************************/ protected: /** * Initializes the render API system and creates a primary render window. * * @note * Although I'd like otherwise, due to the nature of some render API implementations, you cannot initialize the * render system without a window. * @note * Sim thread. */ SPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc); /** * Prepares the initialization of the render API system on the core thread. After the system is prepared a render * window can be created and initialization finalized. */ virtual void initializePrepare(); /** * Finalizes the initialization of the render API system on the core thread. Should be called after the primary * render window is created. */ virtual void initializeFinalize(const SPtr& primaryWindow); /** * Shuts down the render API system and cleans up all resources. * * @note Sim thread. */ void destroy(); /** Performs render API system shutdown on the core thread. */ virtual void destroyCore(); /************************************************************************/ /* INTERNAL DATA */ /************************************************************************/ protected: friend class RenderAPIManager; SPtr mActiveRenderTarget; DriverVersion mDriverVersion; RenderAPICapabilities* mCurrentCapabilities; SPtr mVideoModeInfo; }; /** @} */ }