BsRenderAPI.h 35 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsSamplerState.h"
  6. #include "BsCommandQueue.h"
  7. #include "BsDrawOps.h"
  8. #include "BsRenderAPICapabilities.h"
  9. #include "BsRenderTarget.h"
  10. #include "BsRenderTexture.h"
  11. #include "BsRenderWindow.h"
  12. #include "BsGpuProgram.h"
  13. #include "BsVertexDeclaration.h"
  14. #include "BsPlane.h"
  15. #include "BsModule.h"
  16. #include "BsEvent.h"
  17. namespace BansheeEngine
  18. {
  19. /** @addtogroup RenderAPI
  20. * @{
  21. */
  22. class RenderAPIInfo;
  23. /**
  24. * Provides access to RenderAPICore from the simulation thread. All the commands get queued on the accessor provided
  25. * to each method and get be executed on the core thread later.
  26. *
  27. * @see RenderAPICore
  28. *
  29. * @note Sim thread only.
  30. */
  31. class BS_CORE_EXPORT RenderAPI
  32. {
  33. public:
  34. /**
  35. * @copydoc RenderAPICore::setTexture()
  36. *
  37. * @param[in] accessor Accessor on which will this command be queued for execution.
  38. */
  39. static void setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, const SPtr<Texture>& texture);
  40. /**
  41. * @copydoc RenderAPICore::setLoadStoreTexture()
  42. *
  43. * @param[in] accessor Accessor on which will this command be queued for execution.
  44. */
  45. static void setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
  46. const SPtr<Texture>& texture, const TextureSurface& surface);
  47. /**
  48. * @copydoc RenderAPICore::setBuffer()
  49. *
  50. * @param[in] accessor Accessor on which will this command be queued for execution.
  51. */
  52. static void setBuffer(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr<GpuBuffer>& buffer,
  53. bool loadStore = false);
  54. /**
  55. * @copydoc RenderAPICore::setSamplerState()
  56. *
  57. * @param[in] accessor Accessor on which will this command be queued for execution.
  58. */
  59. static void setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
  60. const SPtr<SamplerState>& samplerState);
  61. /**
  62. * @copydoc RenderAPICore::setBlendState()
  63. *
  64. * @param[in] accessor Accessor on which will this command be queued for execution.
  65. */
  66. static void setBlendState(CoreAccessor& accessor, const SPtr<BlendState>& blendState);
  67. /**
  68. * @copydoc RenderAPICore::setRasterizerState()
  69. *
  70. * @param[in] accessor Accessor on which will this command be queued for execution.
  71. */
  72. static void setRasterizerState(CoreAccessor& accessor, const SPtr<RasterizerState>& rasterizerState);
  73. /**
  74. * @copydoc RenderAPICore::setDepthStencilState()
  75. *
  76. * @param[in] accessor Accessor on which will this command be queued for execution.
  77. */
  78. static void setDepthStencilState(CoreAccessor& accessor, const SPtr<DepthStencilState>& depthStencilState,
  79. UINT32 stencilRefValue);
  80. /**
  81. * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the
  82. * buffer at the specified index.
  83. *
  84. * @param[in] accessor Accessor on which will this command be queued for execution.
  85. * @param[in] index Index at which to start binding the vertex buffers.
  86. * @param[in] buffers A list of buffers to bind to the pipeline.
  87. */
  88. static void setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector<SPtr<VertexBuffer>>& buffers);
  89. /**
  90. * @copydoc RenderAPICore::setIndexBuffer()
  91. *
  92. * @param[in] accessor Accessor on which will this command be queued for execution.
  93. */
  94. static void setIndexBuffer(CoreAccessor& accessor, const SPtr<IndexBuffer>& buffer);
  95. /**
  96. * @copydoc RenderAPICore::setVertexDeclaration()
  97. *
  98. * @param[in] accessor Accessor on which will this command be queued for execution.
  99. */
  100. static void setVertexDeclaration(CoreAccessor& accessor, const SPtr<VertexDeclaration>& vertexDeclaration);
  101. /**
  102. * @copydoc RenderAPICore::setViewport()
  103. *
  104. * @param[in] accessor Accessor on which will this command be queued for execution.
  105. */
  106. static void setViewport(CoreAccessor& accessor, const Rect2& area);
  107. /**
  108. * @copydoc RenderAPICore::setDrawOperation()
  109. *
  110. * @param[in] accessor Accessor on which will this command be queued for execution.
  111. */
  112. static void setDrawOperation(CoreAccessor& accessor, DrawOperationType op);
  113. /**
  114. * @copydoc RenderAPICore::setScissorRect()
  115. *
  116. * @param[in] accessor Accessor on which will this command be queued for execution.
  117. */
  118. static void setScissorRect(CoreAccessor& accessor, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600);
  119. /**
  120. * @copydoc RenderAPICore::setRenderTarget()
  121. *
  122. * @param[in] accessor Accessor on which will this command be queued for execution.
  123. */
  124. static void setRenderTarget(CoreAccessor& accessor, const SPtr<RenderTarget>& target, bool readOnlyDepthStencil = false);
  125. /**
  126. * @copydoc RenderAPICore::bindGpuProgram()
  127. *
  128. * @param[in] accessor Accessor on which will this command be queued for execution.
  129. */
  130. static void bindGpuProgram(CoreAccessor& accessor, const SPtr<GpuProgram>& prg);
  131. /**
  132. * @copydoc RenderAPICore::unbindGpuProgram()
  133. *
  134. * @param[in] accessor Accessor on which will this command be queued for execution.
  135. */
  136. static void unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype);
  137. /**
  138. * @copydoc RenderAPICore::beginFrame()
  139. *
  140. * @param[in] accessor Accessor on which will this command be queued for execution.
  141. */
  142. static void beginRender(CoreAccessor& accessor);
  143. /**
  144. * @copydoc RenderAPICore::endFrame()
  145. *
  146. * @param[in] accessor Accessor on which will this command be queued for execution.
  147. */
  148. static void endRender(CoreAccessor& accessor);
  149. /**
  150. * @copydoc RenderAPICore::clearRenderTarget()
  151. *
  152. * @param[in] accessor Accessor on which will this command be queued for execution.
  153. */
  154. static void clearRenderTarget(CoreAccessor& accessor, UINT32 buffers,
  155. const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
  156. /**
  157. * @copydoc RenderAPICore::clearViewport()
  158. *
  159. * @param[in] accessor Accessor on which will this command be queued for execution.
  160. */
  161. static void clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black,
  162. float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
  163. /**
  164. * @copydoc RenderAPICore::swapBuffers()
  165. *
  166. * @param[in] accessor Accessor on which will this command be queued for execution.
  167. */
  168. static void swapBuffers(CoreAccessor& accessor, const SPtr<RenderTarget>& target);
  169. /**
  170. * @copydoc RenderAPICore::draw()
  171. *
  172. * @param[in] accessor Accessor on which will this command be queued for execution.
  173. */
  174. static void draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0);
  175. /**
  176. * @copydoc RenderAPICore::drawIndexed()
  177. *
  178. * @param[in] accessor Accessor on which will this command be queued for execution.
  179. */
  180. static void drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset,
  181. UINT32 vertexCount, UINT32 instanceCount = 0);
  182. /**
  183. * @copydoc RenderAPICore::dispatchCompute()
  184. *
  185. * @param[in] accessor Accessor on which will this command be queued for execution.
  186. */
  187. static void dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1);
  188. /** @copydoc RenderAPICore::getVideoModeInfo */
  189. static const VideoModeInfo& getVideoModeInfo();
  190. /** @copydoc RenderAPICore::convertProjectionMatrix */
  191. static void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  192. /** @copydoc RenderAPICore::getAPIInfo */
  193. static const RenderAPIInfo& getAPIInfo();
  194. };
  195. /** Contains properties specific to a render API implementation. */
  196. class RenderAPIInfo
  197. {
  198. public:
  199. RenderAPIInfo(float horzTexelOffset, float vertTexelOffset, float minDepth, float maxDepth,
  200. VertexElementType vertexColorType, bool vertexColorFlip, bool ndcVerticalTopToBottom, bool columnMajorMatrices,
  201. bool multiThreadedCB)
  202. : mHorizontalTexelOffset(horzTexelOffset), mVerticalTexelOffset(vertTexelOffset), mMinDepth(minDepth)
  203. , mMaxDepth(maxDepth), mVertexColorType(vertexColorType), mVertexColorFlip(vertexColorFlip)
  204. , mNDCYAxisDown(ndcVerticalTopToBottom), mColumnMajorMatrices(columnMajorMatrices)
  205. , mMultiThreadedCB(multiThreadedCB)
  206. {
  207. }
  208. /** Gets the native type used for vertex colors. */
  209. VertexElementType getColorVertexElementType() const { return mVertexColorType; }
  210. /** Gets horizontal texel offset used for mapping texels to pixels in this render system. */
  211. float getHorizontalTexelOffset() const { return mHorizontalTexelOffset; }
  212. /** Gets vertical texel offset used for mapping texels to pixels in this render system. */
  213. float getVerticalTexelOffset() const { return mVerticalTexelOffset; }
  214. /** Gets the minimum (closest) depth value used by this render system. */
  215. float getMinimumDepthInputValue() const { return mMinDepth; }
  216. /** Gets the maximum (farthest) depth value used by this render system. */
  217. float getMaximumDepthInputValue() const { return mMaxDepth; }
  218. /** Checks if vertex color needs to be flipped before sent to the shader. */
  219. bool getVertexColorFlipRequired() const { return mVertexColorFlip; }
  220. /** Checks whether GPU programs expect matrices in column major format. */
  221. bool getGpuProgramHasColumnMajorMatrices() const { return mColumnMajorMatrices; }
  222. /**
  223. * Returns true if Y axis in normalized device coordinates points down, false if up. If axis is pointing down the
  224. * NDC at the top is -1, and at the bottom is 1, otherwise reverse.
  225. */
  226. bool getNDCYAxisDown() const { return mNDCYAxisDown; }
  227. /**
  228. * Checks if the API supports native multi-threaded command buffer generation. On APIs that don't support it
  229. * command buffers can still be used, but it will be more efficient to use the immediate rendering operations.
  230. */
  231. bool getMultiThreadedCBGeneration() const { return mMultiThreadedCB; }
  232. private:
  233. float mHorizontalTexelOffset = 0.0f;
  234. float mVerticalTexelOffset = 0.0f;
  235. float mMinDepth = 0.0f;
  236. float mMaxDepth = 1.0f;
  237. VertexElementType mVertexColorType = VET_COLOR_ABGR;
  238. bool mVertexColorFlip = false;
  239. bool mNDCYAxisDown = true;
  240. bool mColumnMajorMatrices = false;
  241. bool mMultiThreadedCB = false;
  242. };
  243. /** @} */
  244. /** @addtogroup RenderAPI-Internal
  245. * @{
  246. */
  247. /**
  248. * Provides low-level API access to rendering commands (internally wrapping DirectX/OpenGL/Vulkan or similar).
  249. *
  250. * Methods that accept a CommandBuffer parameter get queued in the provided command buffer, and don't get executed until
  251. * executeCommands() method is called. User is allowed to populate command buffers from non-core threads, but they all
  252. * must get executed from the core thread.
  253. *
  254. * If a command buffer is not provivided to such methods, they execute immediately. Without a command buffer the methods
  255. * are only allowed to be called from the core thread.
  256. *
  257. * @note Accessible on any thread for methods accepting a CommandBuffer. Otherwise core thread unless specifically
  258. * noted otherwise on per-method basis.
  259. */
  260. class BS_CORE_EXPORT RenderAPICore : public Module<RenderAPICore>
  261. {
  262. public:
  263. RenderAPICore();
  264. virtual ~RenderAPICore();
  265. /**
  266. * Returns the name of the rendering system.
  267. *
  268. * @note Thread safe.
  269. */
  270. virtual const StringID& getName() const = 0;
  271. /**
  272. * Gets the name of the primary shading language used by the rendering system.
  273. *
  274. * @note Thread safe.
  275. */
  276. virtual const String& getShadingLanguageName() const = 0;
  277. /**
  278. * Sets a sampler state for the specified texture unit. Make sure to assign the sampler state after the texture
  279. * has been assigned, as certain APIs will reset sampler state on texture bind.
  280. *
  281. * @param[in] gptype Determines to which GPU program slot to bind the sampler state.
  282. * @param[in] texUnit Texture unit index to bind the state to.
  283. * @param[in] samplerState Sampler state to bind, or null to unbind.
  284. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  285. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  286. * Buffer must support graphics or compute operations.
  287. *
  288. * @see SamplerState
  289. */
  290. virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState,
  291. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  292. /**
  293. * Sets a blend state used for all active render targets.
  294. *
  295. * @param[in] blendState Blend state to bind, or null to unbind.
  296. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  297. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  298. * Buffer must support graphics operations.
  299. *
  300. * @see BlendState
  301. */
  302. virtual void setBlendState(const SPtr<BlendStateCore>& blendState,
  303. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  304. /**
  305. * Sets a state that controls various rasterizer options.
  306. *
  307. * @param[in] rasterizerState Rasterizer state to bind, or null to unbind.
  308. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  309. * is executed immediately. Otherwise it is executed when executeCommands() is
  310. * called. Buffer must support graphics operations.
  311. *
  312. * @see RasterizerState
  313. */
  314. virtual void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState,
  315. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  316. /**
  317. * Sets a state that controls depth & stencil buffer options.
  318. *
  319. * @param[in] depthStencilState Depth-stencil state to bind, or null to unbind.
  320. * @param[in] stencilRefValue Stencil reference value to be used for stencil comparisons, if enabled.
  321. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  322. * is executed immediately. Otherwise it is executed when executeCommands() is
  323. * called. Buffer must support graphics operations.
  324. *
  325. * @see DepthStencilState
  326. */
  327. virtual void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue,
  328. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  329. /**
  330. * Binds a texture to the pipeline for the specified GPU program type at the specified slot. If the slot matches
  331. * the one configured in the GPU program the program will be able to access this texture on the GPU.
  332. *
  333. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  334. * @param[in] texUnit Texture unit index to bind the texture to.
  335. * @param[in] texture Texture to bind.
  336. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  337. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  338. * Buffer must support graphics or compute operations.
  339. */
  340. virtual void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture,
  341. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  342. /**
  343. * Binds a texture that can be used for random load/store operations from a GPU program.
  344. *
  345. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  346. * @param[in] texUnit Texture unit index to bind the texture to.
  347. * @param[in] texture Texture to bind.
  348. * @param[in] surface Determines which surface of the texture to bind.
  349. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  350. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  351. * Buffer must support graphics or compute operations.
  352. */
  353. virtual void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture,
  354. const TextureSurface& surface, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  355. /**
  356. * Binds a buffer that can be used for read or write operations on the GPU.
  357. *
  358. * @param[in] gptype Determines to which GPU program slot to bind the buffer.
  359. * @param[in] unit GPU program unit index to bind the buffer to.
  360. * @param[in] buffer Buffer to bind.
  361. * @param[in] loadStore If true the buffer will be bound with support for unordered reads and writes,
  362. * otherwise it will only be bound for reads.
  363. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  364. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  365. * Buffer must support graphics or compute operations.
  366. */
  367. virtual void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer,
  368. bool loadStore = false, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  369. /**
  370. * Signals that rendering for a specific viewport has started. Any draw calls need to be called between beginFrame()
  371. * and endFrame().
  372. *
  373. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  374. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  375. * Buffer must support graphics operations.
  376. */
  377. virtual void beginFrame(const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  378. /**
  379. * Ends that rendering to a specific viewport has ended.
  380. *
  381. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  382. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  383. * Buffer must support graphics operations.
  384. */
  385. virtual void endFrame(const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  386. /**
  387. * Sets the active viewport that will be used for all render operations.
  388. *
  389. * @param[in] area Area of the viewport, in normalized ([0,1] range) coordinates.
  390. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  391. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  392. * Buffer must support graphics operations.
  393. */
  394. virtual void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  395. /**
  396. * Allows you to set up a region in which rendering can take place. Coordinates are in pixels. No rendering will be
  397. * done to render target pixels outside of the provided region.
  398. *
  399. * @param[in] left Left border of the scissor rectangle, in pixels.
  400. * @param[in] top Top border of the scissor rectangle, in pixels.
  401. * @param[in] right Right border of the scissor rectangle, in pixels.
  402. * @param[in] bottom Bottom border of the scissor rectangle, in pixels.
  403. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  404. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  405. * Buffer must support graphics operations.
  406. */
  407. virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
  408. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  409. /**
  410. * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the
  411. * buffer at the specified index.
  412. *
  413. * @param[in] index Index at which to start binding the vertex buffers.
  414. * @param[in] buffers A list of buffers to bind to the pipeline.
  415. * @param[in] numBuffers Number of buffers in the @p buffers list.
  416. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  417. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  418. * Buffer must support graphics operations.
  419. */
  420. virtual void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers,
  421. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  422. /**
  423. * Sets an index buffer to use when drawing. Indices in an index buffer reference vertices in the vertex buffer,
  424. * which increases cache coherency and reduces the size of vertex buffers by eliminating duplicate data.
  425. *
  426. * @param[in] buffer Index buffer to bind, null to unbind.
  427. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  428. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  429. * Buffer must support graphics operations.
  430. */
  431. virtual void setIndexBuffer(const SPtr<IndexBufferCore>& buffer,
  432. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  433. /**
  434. * Assigns a parameter buffer containing constants (uniforms) for use in a GPU program.
  435. *
  436. * @param[in] gptype Type of GPU program to bind the buffer to.
  437. * @param[in] slot Slot to bind the buffer to. The slot is dependant on the GPU program the buffer will
  438. * be used with.
  439. * @param[in] buffer Buffer containing constants (uniforms) for use by the shader.
  440. * @param[in] paramDesc Description of all parameters in the buffer. Required mostly for backwards
  441. * compatibility.
  442. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  443. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  444. * Buffer must support graphics or compute operations.
  445. */
  446. virtual void setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr<GpuParamBlockBufferCore>& buffer,
  447. const SPtr<GpuParamDesc>& paramDesc, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  448. /**
  449. * Sets the vertex declaration to use when drawing. Vertex declaration is used to decode contents of a single
  450. * vertex in a vertex buffer.
  451. *
  452. * @param[in] vertexDeclaration Vertex declaration to bind.
  453. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  454. * is executed immediately. Otherwise it is executed when executeCommands() is
  455. * called. Buffer must support graphics operations.
  456. */
  457. virtual void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration,
  458. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  459. /**
  460. * Sets the draw operation that determines how to interpret the elements of the index or vertex buffers.
  461. *
  462. * @param[in] op Draw operation to enable.
  463. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  464. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  465. * Buffer must support graphics operations.
  466. */
  467. virtual void setDrawOperation(DrawOperationType op,
  468. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  469. /**
  470. * Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers. Draws directly from
  471. * the vertex buffer without using indices.
  472. *
  473. * @param[in] vertexOffset Offset into the currently bound vertex buffer to start drawing from.
  474. * @param[in] vertexCount Number of vertices to draw.
  475. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally)
  476. * separate per-instance data.
  477. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  478. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  479. * Buffer must support graphics operations.
  480. */
  481. virtual void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
  482. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  483. /**
  484. * Draw an object based on currently bound GPU programs, vertex declaration, vertex and index buffers.
  485. *
  486. * @param[in] startIndex Offset into the currently bound index buffer to start drawing from.
  487. * @param[in] indexCount Number of indices to draw.
  488. * @param[in] vertexOffset Offset to apply to each vertex index.
  489. * @param[in] vertexCount Number of vertices to draw.
  490. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally)
  491. * separate per-instance data.
  492. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  493. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  494. * Buffer must support graphics operations.
  495. */
  496. virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  497. UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  498. /**
  499. * Executes the currently bound compute shader.
  500. *
  501. * @param[in] numGroupsX Number of groups to start in the X direction. Must be in range [1, 65535].
  502. * @param[in] numGroupsY Number of groups to start in the Y direction. Must be in range [1, 65535].
  503. * @param[in] numGroupsZ Number of groups to start in the Z direction. Must be in range [1, 64].
  504. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  505. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  506. * Buffer must support compute or graphics operations.
  507. */
  508. virtual void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
  509. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  510. /**
  511. * Swap the front and back buffer of the specified render target.
  512. *
  513. * @param[in] target Render target to perform the buffer swap on.
  514. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  515. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  516. * Buffer must support graphics operations.
  517. */
  518. virtual void swapBuffers(const SPtr<RenderTargetCore>& target,
  519. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  520. /**
  521. * Binds the provided GPU program to the pipeline. Any following draw operations will use this program.
  522. *
  523. * @param[in] prg GPU program to bind. Slot it is bound to is determined by the program type.
  524. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  525. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  526. * Buffer must support graphics or compute operations (depending on program type).
  527. *
  528. * @note You need to bind at least a vertex and a fragment program in order to draw something.
  529. */
  530. virtual void bindGpuProgram(const SPtr<GpuProgramCore>& prg,
  531. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  532. /**
  533. * Unbinds a program of a given type.
  534. *
  535. * @param[in] gptype GPU program slot to unbind the program from.
  536. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  537. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  538. * Buffer must support graphics or compute operations (depending on program type).
  539. */
  540. virtual void unbindGpuProgram(GpuProgramType gptype,
  541. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  542. /**
  543. * Change the render target into which we want to draw.
  544. *
  545. * @param[in] target Render target to draw to.
  546. * @param[in] readOnlyDepthStencil If true the caller guarantees he won't write to the depth/stencil buffer
  547. * (if any was provided). This allows the depth buffer to be bound for depth
  548. * testing, as well as reading in a shader, at the same time.
  549. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  550. * is executed immediately. Otherwise it is executed when executeCommands() is
  551. * called. Buffer must support graphics operations.
  552. */
  553. virtual void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false,
  554. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  555. /**
  556. * Clears the currently active render target.
  557. *
  558. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are
  559. * to be cleared.
  560. * @param[in] color The color to clear the color buffer with, if enabled.
  561. * @param[in] depth The value to initialize the depth buffer with, if enabled.
  562. * @param[in] stencil The value to initialize the stencil buffer with, if enabled.
  563. * @param[in] targetMask In case multiple render targets are bound, this allows you to control which ones to
  564. * clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  565. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  566. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  567. * Buffer must support graphics operations.
  568. */
  569. virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  570. UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  571. /**
  572. * Clears the currently active viewport (meaning it clears just a sub-area of a render-target that is covered by the
  573. * viewport, as opposed to clearRenderTarget() which always clears the entire render target).
  574. *
  575. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are to
  576. * be cleared.
  577. * @param[in] color The color to clear the color buffer with, if enabled.
  578. * @param[in] depth The value to initialize the depth buffer with, if enabled.
  579. * @param[in] stencil The value to initialize the stencil buffer with, if enabled.
  580. * @param[in] targetMask In case multiple render targets are bound, this allows you to control which ones to
  581. * clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  582. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  583. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  584. * Buffer must support graphics operations.
  585. */
  586. virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  587. UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  588. /** Appends all commands from the provided secondary command buffer into the primary command buffer. */
  589. virtual void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) = 0;
  590. /**
  591. * Executes all commands in the provided command buffer. Command buffer cannot be secondary.
  592. *
  593. * @note Core thread only.
  594. */
  595. virtual void executeCommands(const SPtr<CommandBuffer>& commandBuffer) = 0;
  596. /** Returns information about the driver version. */
  597. virtual const DriverVersion& getDriverVersion() const;
  598. /**
  599. * Gets the capabilities of the render system.
  600. *
  601. * @note Thread safe.
  602. */
  603. const RenderAPICapabilities& getCapabilities() const { return *mCurrentCapabilities; }
  604. /**
  605. * Returns information about available output devices and their video modes.
  606. *
  607. * @note Thread safe.
  608. */
  609. const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; }
  610. /************************************************************************/
  611. /* UTILITY METHODS */
  612. /************************************************************************/
  613. /**
  614. * Contains a default matrix into a matrix suitable for use by this specific render system.
  615. *
  616. * @note Thread safe.
  617. */
  618. virtual void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) = 0;
  619. /**
  620. * Returns information about the specific API implementation.
  621. *
  622. * @note Thread safe.
  623. */
  624. virtual const RenderAPIInfo& getAPIInfo() const = 0;
  625. /**
  626. * Generates a parameter block description and calculates per-parameter offsets for the provided gpu data
  627. * parameters. The offsets are render API specific and correspond to std140 layout for OpenGL, and the default
  628. * layout in DirectX.
  629. *
  630. * @param[in] name Name to assign the parameter block.
  631. * @param[in] params List of parameters in the parameter block. Only name, type and array size fields need to be
  632. * populated, the rest will be populated when the method returns.
  633. * @return Descriptor for the parameter block holding the provided parameters as laid out by the
  634. * default render API layout.
  635. */
  636. virtual GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) = 0;
  637. /************************************************************************/
  638. /* INTERNAL METHODS */
  639. /************************************************************************/
  640. protected:
  641. /**
  642. * Initializes the render API system and creates a primary render window.
  643. *
  644. * @note
  645. * Although I'd like otherwise, due to the nature of some render API implementations, you cannot initialize the
  646. * render system without a window.
  647. * @note
  648. * Sim thread.
  649. */
  650. SPtr<RenderWindow> initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
  651. /**
  652. * Prepares the initialization of the render API system on the core thread. After the system is prepared a render
  653. * window can be created and initialization finalized.
  654. */
  655. virtual void initializePrepare();
  656. /**
  657. * Finalizes the initialization of the render API system on the core thread. Should be called after the primary
  658. * render window is created.
  659. */
  660. virtual void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow);
  661. /**
  662. * Shuts down the render API system and cleans up all resources.
  663. *
  664. * @note Sim thread.
  665. */
  666. void destroy();
  667. /** Performs render API system shutdown on the core thread. */
  668. virtual void destroyCore();
  669. /************************************************************************/
  670. /* INTERNAL DATA */
  671. /************************************************************************/
  672. protected:
  673. friend class RenderAPIManager;
  674. SPtr<RenderTargetCore> mActiveRenderTarget;
  675. DriverVersion mDriverVersion;
  676. RenderAPICapabilities* mCurrentCapabilities;
  677. SPtr<VideoModeInfo> mVideoModeInfo;
  678. };
  679. /** @} */
  680. }