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BsRenderAPI.h 27 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 "BsRenderAPICapabilities.h"
  8. #include "BsRenderTarget.h"
  9. #include "BsRenderTexture.h"
  10. #include "BsRenderWindow.h"
  11. #include "BsGpuProgram.h"
  12. #include "BsVertexDeclaration.h"
  13. #include "BsPlane.h"
  14. #include "BsModule.h"
  15. #include "BsEvent.h"
  16. namespace bs
  17. {
  18. /** @addtogroup RenderAPI
  19. * @{
  20. */
  21. class RenderAPIInfo;
  22. /**
  23. * Provides access to ct::RenderAPI from the simulation thread. All the commands get queued on the core thread queue
  24. * for the calling thread.
  25. *
  26. * @see ct::RenderAPI
  27. *
  28. * @note Sim thread only.
  29. */
  30. class BS_CORE_EXPORT RenderAPI
  31. {
  32. public:
  33. /**
  34. * @see ct::RenderAPI::setGpuParams()
  35. *
  36. * @note This is an @ref asyncMethod "asynchronous method".
  37. */
  38. static void setGpuParams(const SPtr<GpuParams>& gpuParams);
  39. /**
  40. * @see ct::RenderAPI::setGraphicsPipeline()
  41. *
  42. * @note This is an @ref asyncMethod "asynchronous method".
  43. */
  44. static void setGraphicsPipeline(const SPtr<GraphicsPipelineState>& pipelineState);
  45. /**
  46. * @see ct::RenderAPI::setComputePipeline()
  47. *
  48. * @note This is an @ref asyncMethod "asynchronous method".
  49. */
  50. static void setComputePipeline(const SPtr<ComputePipelineState>& pipelineState);
  51. /**
  52. * @see ct::RenderAPI::setVertexBuffers()
  53. *
  54. * @note This is an @ref asyncMethod "asynchronous method".
  55. */
  56. static void setVertexBuffers(UINT32 index, const Vector<SPtr<VertexBuffer>>& buffers);
  57. /**
  58. * @see ct::RenderAPI::setIndexBuffer()
  59. *
  60. * @note This is an @ref asyncMethod "asynchronous method".
  61. */
  62. static void setIndexBuffer(const SPtr<IndexBuffer>& buffer);
  63. /**
  64. * @see ct::RenderAPI::setVertexDeclaration()
  65. *
  66. * @note This is an @ref asyncMethod "asynchronous method".
  67. */
  68. static void setVertexDeclaration(const SPtr<VertexDeclaration>& vertexDeclaration);
  69. /**
  70. * @see ct::RenderAPI::setViewport()
  71. *
  72. * @note This is an @ref asyncMethod "asynchronous method".
  73. */
  74. static void setViewport(const Rect2& area);
  75. /**
  76. * @see ct::RenderAPI::setViewport()
  77. *
  78. * @note This is an @ref asyncMethod "asynchronous method".
  79. */
  80. static void setStencilRef(UINT32 value);
  81. /**
  82. * @see ct::RenderAPI::setDrawOperation()
  83. *
  84. * @note This is an @ref asyncMethod "asynchronous method".
  85. */
  86. static void setDrawOperation(DrawOperationType op);
  87. /**
  88. * @see ct::RenderAPI::setScissorRect()
  89. *
  90. * @note This is an @ref asyncMethod "asynchronous method".
  91. */
  92. static void setScissorRect(UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600);
  93. /**
  94. * @see ct::RenderAPI::setRenderTarget()
  95. *
  96. * @note This is an @ref asyncMethod "asynchronous method".
  97. */
  98. static void setRenderTarget(const SPtr<RenderTarget>& target, UINT32 readOnlyFlags = 0,
  99. RenderSurfaceMask loadMask = RT_NONE);
  100. /**
  101. * @see ct::RenderAPI::clearRenderTarget()
  102. *
  103. * @note This is an @ref asyncMethod "asynchronous method".
  104. */
  105. static void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  106. UINT16 stencil = 0, UINT8 targetMask = 0xFF);
  107. /**
  108. * @see ct::RenderAPI::clearViewport()
  109. *
  110. * @note This is an @ref asyncMethod "asynchronous method".
  111. */
  112. static void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  113. UINT8 targetMask = 0xFF);
  114. /**
  115. * @see ct::RenderAPI::swapBuffers()
  116. *
  117. * @note This is an @ref asyncMethod "asynchronous method".
  118. */
  119. static void swapBuffers(const SPtr<RenderTarget>& target);
  120. /**
  121. * @see ct::RenderAPI::draw()
  122. *
  123. * @note This is an @ref asyncMethod "asynchronous method".
  124. */
  125. static void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0);
  126. /**
  127. * @see ct::RenderAPI::drawIndexed()
  128. *
  129. * @note This is an @ref asyncMethod "asynchronous method".
  130. */
  131. static void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  132. UINT32 instanceCount = 0);
  133. /**
  134. * @see ct::RenderAPI::dispatchCompute()
  135. *
  136. * @note This is an @ref asyncMethod "asynchronous method".
  137. */
  138. static void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1);
  139. /** @copydoc ct::RenderAPI::getVideoModeInfo */
  140. static const VideoModeInfo& getVideoModeInfo();
  141. /** @copydoc ct::RenderAPI::convertProjectionMatrix */
  142. static void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  143. /** @copydoc ct::RenderAPI::getAPIInfo */
  144. static const RenderAPIInfo& getAPIInfo();
  145. };
  146. /** Feature flags that describe which render API specific features are enabled. */
  147. enum class RenderAPIFeatureFlag
  148. {
  149. /** If set, vertex color order will be reversed before being sent to the shader. */
  150. VertexColorFlip = 1 << 0,
  151. /**
  152. * If set, the Y axis in texture (UV) coordinates is assumed to be pointing up, instead of down (which is the
  153. * default).
  154. */
  155. UVYAxisUp = 1 << 1,
  156. /**
  157. * If set, the Y axis in normalized device coordinates (NDC) is assumed to be pointing down, instead of up (which
  158. * is the default).
  159. */
  160. NDCYAxisDown = 1 << 2,
  161. /**
  162. * If set, the matrices used by shaders are in column major order, instead of in row major (which is the default).
  163. */
  164. ColumnMajorMatrices = 1 << 3,
  165. /**
  166. * If set, the render API has native support for multi-threaded command buffer generation. Otherwise it is
  167. * emulated and using command buffers might not be beneficial.
  168. */
  169. MultiThreadedCB = 1 << 4,
  170. /** If set, the render API supports unordered stores to a texture with more than one sample. */
  171. MSAAImageStores = 1 << 5
  172. };
  173. typedef Flags<RenderAPIFeatureFlag> RenderAPIFeatures;
  174. BS_FLAGS_OPERATORS(RenderAPIFeatureFlag)
  175. /** Contains properties specific to a render API implementation. */
  176. class RenderAPIInfo
  177. {
  178. public:
  179. RenderAPIInfo(float horzTexelOffset, float vertTexelOffset, float minDepth, float maxDepth,
  180. VertexElementType vertexColorType, RenderAPIFeatures featureFlags)
  181. : mHorizontalTexelOffset(horzTexelOffset), mVerticalTexelOffset(vertTexelOffset), mMinDepth(minDepth)
  182. , mMaxDepth(maxDepth), mVertexColorType(vertexColorType), mFeatureFlags(featureFlags)
  183. { }
  184. /** Gets the native type used for vertex colors. */
  185. VertexElementType getColorVertexElementType() const { return mVertexColorType; }
  186. /** Gets horizontal texel offset used for mapping texels to pixels in this render system. */
  187. float getHorizontalTexelOffset() const { return mHorizontalTexelOffset; }
  188. /** Gets vertical texel offset used for mapping texels to pixels in this render system. */
  189. float getVerticalTexelOffset() const { return mVerticalTexelOffset; }
  190. /** Gets the minimum (closest) depth value used by this render system. */
  191. float getMinimumDepthInputValue() const { return mMinDepth; }
  192. /** Gets the maximum (farthest) depth value used by this render system. */
  193. float getMaximumDepthInputValue() const { return mMaxDepth; }
  194. /** Checks is a specific feature flag enabled. */
  195. bool isFlagSet(RenderAPIFeatureFlag flag) const { return mFeatureFlags.isSet(flag); }
  196. private:
  197. float mHorizontalTexelOffset = 0.0f;
  198. float mVerticalTexelOffset = 0.0f;
  199. float mMinDepth = 0.0f;
  200. float mMaxDepth = 1.0f;
  201. VertexElementType mVertexColorType = VET_COLOR_ABGR;
  202. RenderAPIFeatures mFeatureFlags;
  203. };
  204. /** @} */
  205. namespace ct
  206. {
  207. /** @addtogroup RenderAPI-Internal
  208. * @{
  209. */
  210. /**
  211. * Provides low-level API access to rendering commands (internally wrapping DirectX/OpenGL/Vulkan or similar).
  212. *
  213. * Methods that accept a CommandBuffer parameter get queued in the provided command buffer, and don't get executed until
  214. * executeCommands() method is called. User is allowed to populate command buffers from non-core threads, but they all
  215. * must get executed from the core thread.
  216. *
  217. * If a command buffer is not provivided to such methods, they execute immediately. Without a command buffer the methods
  218. * are only allowed to be called from the core thread.
  219. *
  220. * @note Accessible on any thread for methods accepting a CommandBuffer. Otherwise core thread unless specifically
  221. * noted otherwise on per-method basis.
  222. */
  223. class BS_CORE_EXPORT RenderAPI : public Module<RenderAPI>
  224. {
  225. public:
  226. RenderAPI();
  227. virtual ~RenderAPI();
  228. /**
  229. * Returns the name of the rendering system.
  230. *
  231. * @note Thread safe.
  232. */
  233. virtual const StringID& getName() const = 0;
  234. /**
  235. * Gets the name of the primary shading language used by the rendering system.
  236. *
  237. * @note Thread safe.
  238. */
  239. virtual const String& getShadingLanguageName() const = 0;
  240. /**
  241. * Applies a set of parameters that control execution of all currently bound GPU programs. These are the uniforms
  242. * like textures, samplers, or uniform buffers. Caller is expected to ensure the provided parameters actually
  243. * match the currently bound programs.
  244. */
  245. virtual void setGpuParams(const SPtr<GpuParams>& gpuParams,
  246. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  247. /**
  248. * Sets a pipeline state that controls how will subsequent draw commands render primitives.
  249. *
  250. * @param[in] pipelineState Pipeline state to bind, or null to unbind.
  251. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  252. * is executed immediately. Otherwise it is executed when executeCommands() is
  253. * called. Buffer must support graphics operations.
  254. *
  255. * @see GraphicsPipelineState
  256. */
  257. virtual void setGraphicsPipeline(const SPtr<GraphicsPipelineState>& pipelineState,
  258. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  259. /**
  260. * Sets a pipeline state that controls how will subsequent dispatch commands execute.
  261. *
  262. * @param[in] pipelineState Pipeline state to bind, or null to unbind.
  263. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  264. * is executed immediately. Otherwise it is executed when executeCommands() is
  265. * called. Buffer must support graphics operations.
  266. */
  267. virtual void setComputePipeline(const SPtr<ComputePipelineState>& pipelineState,
  268. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  269. /**
  270. * Sets the active viewport that will be used for all render operations.
  271. *
  272. * @param[in] area Area of the viewport, in normalized ([0,1] range) coordinates.
  273. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  274. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  275. * Buffer must support graphics operations.
  276. */
  277. virtual void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  278. /**
  279. * Allows you to set up a region in which rendering can take place. Coordinates are in pixels. No rendering will be
  280. * done to render target pixels outside of the provided region.
  281. *
  282. * @param[in] left Left border of the scissor rectangle, in pixels.
  283. * @param[in] top Top border of the scissor rectangle, in pixels.
  284. * @param[in] right Right border of the scissor rectangle, in pixels.
  285. * @param[in] bottom Bottom border of the scissor rectangle, in pixels.
  286. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  287. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  288. * Buffer must support graphics operations.
  289. */
  290. virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
  291. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  292. /**
  293. * Sets a reference value that will be used for stencil compare operations.
  294. *
  295. * @param[in] value Reference value to set.
  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. virtual void setStencilRef(UINT32 value, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  301. /**
  302. * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the
  303. * buffer at the specified index.
  304. *
  305. * @param[in] index Index at which to start binding the vertex buffers.
  306. * @param[in] buffers A list of buffers to bind to the pipeline.
  307. * @param[in] numBuffers Number of buffers in the @p buffers list.
  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 called.
  310. * Buffer must support graphics operations.
  311. */
  312. virtual void setVertexBuffers(UINT32 index, SPtr<VertexBuffer>* buffers, UINT32 numBuffers,
  313. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  314. /**
  315. * Sets an index buffer to use when drawing. Indices in an index buffer reference vertices in the vertex buffer,
  316. * which increases cache coherency and reduces the size of vertex buffers by eliminating duplicate data.
  317. *
  318. * @param[in] buffer Index buffer to bind, null to unbind.
  319. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  320. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  321. * Buffer must support graphics operations.
  322. */
  323. virtual void setIndexBuffer(const SPtr<IndexBuffer>& buffer,
  324. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  325. /**
  326. * Sets the vertex declaration to use when drawing. Vertex declaration is used to decode contents of a single
  327. * vertex in a vertex buffer.
  328. *
  329. * @param[in] vertexDeclaration Vertex declaration to bind.
  330. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  331. * is executed immediately. Otherwise it is executed when executeCommands() is
  332. * called. Buffer must support graphics operations.
  333. */
  334. virtual void setVertexDeclaration(const SPtr<VertexDeclaration>& vertexDeclaration,
  335. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  336. /**
  337. * Sets the draw operation that determines how to interpret the elements of the index or vertex buffers.
  338. *
  339. * @param[in] op Draw operation to enable.
  340. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  341. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  342. * Buffer must support graphics operations.
  343. */
  344. virtual void setDrawOperation(DrawOperationType op,
  345. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  346. /**
  347. * Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers. Draws directly from
  348. * the vertex buffer without using indices.
  349. *
  350. * @param[in] vertexOffset Offset into the currently bound vertex buffer to start drawing from.
  351. * @param[in] vertexCount Number of vertices to draw.
  352. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally)
  353. * separate per-instance data.
  354. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  355. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  356. * Buffer must support graphics operations.
  357. */
  358. virtual void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
  359. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  360. /**
  361. * Draw an object based on currently bound GPU programs, vertex declaration, vertex and index buffers.
  362. *
  363. * @param[in] startIndex Offset into the currently bound index buffer to start drawing from.
  364. * @param[in] indexCount Number of indices to draw.
  365. * @param[in] vertexOffset Offset to apply to each vertex index.
  366. * @param[in] vertexCount Number of vertices to draw.
  367. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally)
  368. * separate per-instance data.
  369. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  370. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  371. * Buffer must support graphics operations.
  372. */
  373. virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  374. UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  375. /**
  376. * Executes the currently bound compute shader.
  377. *
  378. * @param[in] numGroupsX Number of groups to start in the X direction. Must be in range [1, 65535].
  379. * @param[in] numGroupsY Number of groups to start in the Y direction. Must be in range [1, 65535].
  380. * @param[in] numGroupsZ Number of groups to start in the Z direction. Must be in range [1, 64].
  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 compute or graphics operations.
  384. */
  385. virtual void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
  386. const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  387. /**
  388. * Swap the front and back buffer of the specified render target.
  389. *
  390. * @param[in] target Render target to perform the buffer swap on.
  391. * @param[in] syncMask Optional synchronization mask that determines for which queues should the system wait
  392. * before performing the swap buffer operation. By default the system waits for all queues.
  393. * However if certain queues are performing non-rendering operations, or operations not
  394. * related to the provided render target, you can exclude them from the sync mask for
  395. * potentially better performance. You can use CommandSyncMask to generate a valid sync mask.
  396. */
  397. virtual void swapBuffers(const SPtr<RenderTarget>& target, UINT32 syncMask = 0xFFFFFFFF) = 0;
  398. /**
  399. * Change the render target into which we want to draw.
  400. *
  401. * @param[in] target Render target to draw to.
  402. * @param[in] readOnlyFlags Combination of one or more elements of FrameBufferType denoting which buffers
  403. * will be bound for read-only operations. This is useful for depth or stencil
  404. * buffers which need to be bound both for depth/stencil tests, as well as
  405. * shader reads.
  406. * @param[in] loadMask Determines which render target surfaces will have their current contents
  407. * preserved. By default when a render target is bound its contents will be
  408. * lost. You might need to preserve contents if you need to perform blending
  409. * or similar operations with the existing contents of the render target.
  410. *
  411. * Use the mask to select exactly which surfaces of the render target need
  412. * their contents preserved.
  413. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  414. * is executed immediately. Otherwise it is executed when executeCommands() is
  415. * called. Buffer must support graphics operations.
  416. */
  417. virtual void setRenderTarget(const SPtr<RenderTarget>& target, UINT32 readOnlyFlags = 0,
  418. RenderSurfaceMask loadMask = RT_NONE, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  419. /**
  420. * Clears the currently active render target.
  421. *
  422. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are
  423. * to be cleared.
  424. * @param[in] color The color to clear the color buffer with, if enabled.
  425. * @param[in] depth The value to initialize the depth buffer with, if enabled.
  426. * @param[in] stencil The value to initialize the stencil buffer with, if enabled.
  427. * @param[in] targetMask In case multiple render targets are bound, this allows you to control which ones to
  428. * clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  429. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  430. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  431. * Buffer must support graphics operations.
  432. */
  433. virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  434. UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  435. /**
  436. * Clears the currently active viewport (meaning it clears just a sub-area of a render-target that is covered by the
  437. * viewport, as opposed to clearRenderTarget() which always clears the entire render target).
  438. *
  439. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are to
  440. * be cleared.
  441. * @param[in] color The color to clear the color buffer with, if enabled.
  442. * @param[in] depth The value to initialize the depth buffer with, if enabled.
  443. * @param[in] stencil The value to initialize the stencil buffer with, if enabled.
  444. * @param[in] targetMask In case multiple render targets are bound, this allows you to control which ones to
  445. * clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  446. * @param[in] commandBuffer Optional command buffer to queue the operation on. If not provided operation
  447. * is executed immediately. Otherwise it is executed when executeCommands() is called.
  448. * Buffer must support graphics operations.
  449. */
  450. virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  451. UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) = 0;
  452. /** Appends all commands from the provided secondary command buffer into the primary command buffer. */
  453. virtual void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) = 0;
  454. /**
  455. * Executes all commands in the provided command buffer. Command buffer cannot be secondary.
  456. *
  457. * @param[in] commandBuffer Command buffer whose commands to execute. Set to null to submit the main command
  458. * buffer.
  459. * @param[in] syncMask Optional synchronization mask that determines if the submitted command buffer
  460. * depends on any other command buffers. Use the CommandSyncMask class to generate
  461. * a mask using existing command buffers.
  462. *
  463. * This mask is only relevant if your command buffers are executing on different
  464. * hardware queues, and are somehow dependant. If they are executing on the same queue
  465. * (default) then they will execute sequentially in the order they are submitted.
  466. * Otherwise, if there is a dependency, you must make state it explicitly here.
  467. *
  468. * @note Core thread only.
  469. */
  470. virtual void submitCommandBuffer(const SPtr<CommandBuffer>& commandBuffer, UINT32 syncMask = 0xFFFFFFFF) = 0;
  471. /**
  472. * Gets the capabilities of a specific GPU.
  473. *
  474. * @param[in] deviceIdx Index of the device to get the capabilities for.
  475. *
  476. * @note Thread safe.
  477. */
  478. const RenderAPICapabilities& getCapabilities(UINT32 deviceIdx) const;
  479. /** Returns the number of devices supported by this render API. */
  480. UINT32 getNumDevices() const { return mNumDevices; }
  481. /**
  482. * Returns information about available output devices and their video modes.
  483. *
  484. * @note Thread safe.
  485. */
  486. const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; }
  487. /************************************************************************/
  488. /* UTILITY METHODS */
  489. /************************************************************************/
  490. /**
  491. * Contains a default matrix into a matrix suitable for use by this specific render system.
  492. *
  493. * @note Thread safe.
  494. */
  495. virtual void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) = 0;
  496. /**
  497. * Returns information about the specific API implementation.
  498. *
  499. * @note Thread safe.
  500. */
  501. virtual const RenderAPIInfo& getAPIInfo() const = 0;
  502. /**
  503. * Generates a parameter block description and calculates per-parameter offsets for the provided gpu data
  504. * parameters. The offsets are render API specific and correspond to std140 layout for OpenGL, and the default
  505. * layout in DirectX.
  506. *
  507. * @param[in] name Name to assign the parameter block.
  508. * @param[in] params List of parameters in the parameter block. Only name, type and array size fields need to be
  509. * populated, the rest will be populated when the method returns.
  510. * @return Descriptor for the parameter block holding the provided parameters as laid out by the
  511. * default render API layout.
  512. */
  513. virtual GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) = 0;
  514. /************************************************************************/
  515. /* INTERNAL METHODS */
  516. /************************************************************************/
  517. protected:
  518. /**
  519. * Initializes the render API system and creates a primary render window.
  520. *
  521. * @note Sim thread only.
  522. */
  523. SPtr<bs::RenderWindow> initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
  524. /** Initializes the render API system. Called before the primary render window is created. */
  525. virtual void initialize();
  526. /**
  527. * Performs (optional) secondary initialization of the render API system. Called after the render window is
  528. * created.
  529. */
  530. virtual void initializeWithWindow(const SPtr<RenderWindow>& primaryWindow);
  531. /**
  532. * Shuts down the render API system and cleans up all resources.
  533. *
  534. * @note Sim thread.
  535. */
  536. void destroy();
  537. /** Performs render API system shutdown on the core thread. */
  538. virtual void destroyCore();
  539. /** Converts the number of vertices to number of primitives based on the specified draw operation. */
  540. UINT32 vertexCountToPrimCount(DrawOperationType type, UINT32 elementCount);
  541. /************************************************************************/
  542. /* INTERNAL DATA */
  543. /************************************************************************/
  544. protected:
  545. friend class RenderAPIManager;
  546. SPtr<RenderTarget> mActiveRenderTarget;
  547. RenderAPICapabilities* mCurrentCapabilities;
  548. UINT32 mNumDevices;
  549. SPtr<VideoModeInfo> mVideoModeInfo;
  550. };
  551. /** @} */
  552. }
  553. }