muon/include/Ultralight/platform/GPUDriver.h

289 lines
7.4 KiB
C++

///
/// @file GPUDriver.h
///
/// @brief The header for the GPUDriver interface.
///
/// @author
///
/// This file is a part of Ultralight, a fast, lightweight, HTML UI engine
///
/// Website: <http://ultralig.ht>
///
/// Copyright (C) 2020 Ultralight, Inc. All rights reserved.
///
#pragma once
#pragma warning(disable: 4251)
#include <Ultralight/Defines.h>
#include <Ultralight/Geometry.h>
#include <Ultralight/Matrix.h>
#include <Ultralight/Bitmap.h>
namespace ultralight {
///
/// @note This pragma pack(push, 1) command is important! Vertex layouts
/// should not be padded with any bytes.
///
#pragma pack(push, 1)
///
/// RenderBuffer description, @see GPUDriver::CreateRenderBuffer.
///
struct UExport RenderBuffer {
uint32_t texture_id; // The backing texture for this RenderBuffer
uint32_t width; // The width of the RenderBuffer texture
uint32_t height; // The height of the RenderBuffer texture
bool has_stencil_buffer; // Currently unused, always false.
bool has_depth_buffer; // Currently unsued, always false.
};
///
/// Vertex layout for path vertices, useful for synthesizing or modifying
/// vertex data.
///
struct Vertex_2f_4ub_2f {
float pos[2];
unsigned char color[4];
float obj[2];
};
///
/// Vertex layout for quad vertices, useful for synthesizing or modifying
/// vertex data.
///
struct Vertex_2f_4ub_2f_2f_28f {
float pos[2];
unsigned char color[4];
float tex[2];
float obj[2];
float data0[4];
float data1[4];
float data2[4];
float data3[4];
float data4[4];
float data5[4];
float data6[4];
};
///
/// Vertex formats
///
enum UExport VertexBufferFormat {
kVertexBufferFormat_2f_4ub_2f,
kVertexBufferFormat_2f_4ub_2f_2f_28f,
};
///
/// Vertex buffer, @see GPUDriver::CreateGeometry
///
struct UExport VertexBuffer {
VertexBufferFormat format;
uint32_t size;
uint8_t* data;
};
///
/// Vertex index type
///
typedef uint32_t IndexType;
///
/// Vertex index buffer, @see GPUDriver::CreateGeometry
///
struct UExport IndexBuffer {
uint32_t size;
uint8_t* data;
};
///
/// Shader types, used by GPUState::shader_type
///
/// Each of these correspond to a vertex/pixel shader pair. You can find
/// stock shader code for these in the `shaders` folder of the AppCore repo.
///
enum UExport ShaderType {
kShaderType_Fill, // Shader program for quad geometry
kShaderType_FillPath, // Shader program for path geometry
};
///
/// GPU state description.
///
struct UExport GPUState {
/// Viewport width in pixels
uint32_t viewport_width;
/// Viewport height in pixels
uint32_t viewport_height;
/// Transform matrix-- you should multiply this with the screen-space
/// orthographic projection matrix then pass to the vertex shader.
Matrix4x4 transform;
/// Whether or not we should enable texturing for the current draw command.
bool enable_texturing;
/// Whether or not we should enable blending for the current draw command.
/// If blending is disabled, any drawn pixels should overwrite existing.
/// Mainly used so we can modify alpha values of the RenderBuffer during
/// scissored clears.
bool enable_blend;
/// The vertex/pixel shader program pair to use for the current draw command.
/// You should cast this to ShaderType to get the corresponding enum.
uint8_t shader_type;
/// The render buffer to use for the current draw command.
uint32_t render_buffer_id;
/// The texture id to bind to slot #1. (Will be 0 if none)
uint32_t texture_1_id;
/// The texture id to bind to slot #2. (Will be 0 if none)
uint32_t texture_2_id;
/// The texture id to bind to slot #3. (Will be 0 if none)
uint32_t texture_3_id;
/// The following four members are passed to the pixel shader via uniforms.
float uniform_scalar[8];
vec4 uniform_vector[8];
uint8_t clip_size;
Matrix4x4 clip[8];
/// Whether or not scissor testing should be used for the current draw command.
bool enable_scissor;
/// The scissor rect to use for scissor testing (units in pixels)
IntRect scissor_rect;
};
///
/// Command types, used by Command::command_type
///
enum UExport CommandType {
kCommandType_ClearRenderBuffer,
kCommandType_DrawGeometry,
};
///
/// Command description.
///
struct UExport Command {
uint8_t command_type; // The type of command to dispatch.
GPUState gpu_state; // GPU state parameters for current command.
/// The following members are only used with kCommandType_DrawGeometry
uint32_t geometry_id; // The geometry ID to bind
uint32_t indices_count; // The number of indices
uint32_t indices_offset; // The index to start from
};
///
/// Command list, @see GPUDriver::UpdateCommandList
///
struct UExport CommandList {
uint32_t size;
Command* commands;
};
#pragma pack(pop)
///
/// @brief GPUDriver interface, dispatches GPU calls to the native driver.
///
/// This is automatically provided for you when you use App::Create(), AppCore
/// provides platform-specific implementations of GPUDriver for each OS.
///
/// If you are using Renderer::Create(), you will need to provide your own
/// implementation of this class if you have enabled the GPU renderer in the
/// Config. @see Platform::set_gpu_driver
///
class UExport GPUDriver {
public:
virtual ~GPUDriver();
///
/// Called before any commands are dispatched during a frame.
///
virtual void BeginSynchronize() = 0;
///
/// Called after any commands are dispatched during a frame.
///
virtual void EndSynchronize() = 0;
///
/// Get the next available texture ID.
///
virtual uint32_t NextTextureId() = 0;
///
/// Create a texture with a certain ID and optional bitmap.
///
/// **NOTE**: If the Bitmap is empty (Bitmap::IsEmpty), then a RTT Texture
/// should be created instead. This will be used as a backing
/// texture for a new RenderBuffer.
///
virtual void CreateTexture(uint32_t texture_id,
Ref<Bitmap> bitmap) = 0;
///
/// Update an existing non-RTT texture with new bitmap data.
///
virtual void UpdateTexture(uint32_t texture_id,
Ref<Bitmap> bitmap) = 0;
///
/// Destroy a texture.
///
virtual void DestroyTexture(uint32_t texture_id) = 0;
///
/// Generate the next available render buffer ID.
///
virtual uint32_t NextRenderBufferId() = 0;
///
/// Create a render buffer with certain ID and buffer description.
///
virtual void CreateRenderBuffer(uint32_t render_buffer_id,
const RenderBuffer& buffer) = 0;
///
/// Destroy a render buffer
///
virtual void DestroyRenderBuffer(uint32_t render_buffer_id) = 0;
///
/// Generate the next available geometry ID.
///
virtual uint32_t NextGeometryId() = 0;
///
/// Create geometry with certain ID and vertex/index data.
///
virtual void CreateGeometry(uint32_t geometry_id,
const VertexBuffer& vertices,
const IndexBuffer& indices) = 0;
///
/// Update existing geometry with new vertex/index data.
///
virtual void UpdateGeometry(uint32_t geometry_id,
const VertexBuffer& vertices,
const IndexBuffer& indices) = 0;
///
/// Destroy geometry.
///
virtual void DestroyGeometry(uint32_t geometry_id) = 0;
///
/// Update command list (you should copy the commands to your own structure).
///
virtual void UpdateCommandList(const CommandList& list) = 0;
};
} // namespace ultralight