mirror of https://github.com/ImVexed/muon.git
284 lines
6.5 KiB
C++
284 lines
6.5 KiB
C++
///
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/// @file GPUDriver.h
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///
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/// @brief The header for the GPUDriver interface.
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///
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/// @author
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///
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/// This file is a part of Ultralight, a fast, lightweight, HTML UI engine
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///
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/// Website: <http://ultralig.ht>
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///
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/// Copyright (C) 2019 Ultralight, Inc. All rights reserved.
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///
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#pragma once
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#pragma warning(disable: 4251)
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#include <Ultralight/Defines.h>
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#include <Ultralight/Geometry.h>
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#include <Ultralight/Matrix.h>
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#include <Ultralight/Bitmap.h>
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namespace ultralight {
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///
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/// @note This pragma pack(push, 1) command is important! Vertex layouts
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/// should not be padded with any bytes.
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///
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#pragma pack(push, 1)
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///
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/// RenderBuffer description, @see GPUDriver::CreateRenderBuffer.
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///
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struct UExport RenderBuffer {
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uint32_t texture_id;
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uint32_t width;
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uint32_t height;
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bool has_stencil_buffer;
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bool has_depth_buffer;
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};
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///
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/// Vertex layout for path vertices, useful for synthesizing or modifying
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/// vertex data.
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///
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struct Vertex_2f_4ub_2f {
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float pos[2];
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unsigned char color[4];
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float obj[2];
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};
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///
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/// Vertex layout for quad vertices, useful for synthesizing or modifying
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/// vertex data.
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///
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struct Vertex_2f_4ub_2f_2f_28f {
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float pos[2];
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unsigned char color[4];
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float tex[2];
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float obj[2];
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float data0[4];
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float data1[4];
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float data2[4];
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float data3[4];
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float data4[4];
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float data5[4];
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float data6[4];
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};
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///
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/// Vertex formats
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///
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enum UExport VertexBufferFormat {
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kVertexBufferFormat_2f_4ub_2f,
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kVertexBufferFormat_2f_4ub_2f_2f_28f,
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};
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///
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/// Vertex buffer, @see GPUDriver::CreateGeometry
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///
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struct UExport VertexBuffer {
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VertexBufferFormat format;
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uint32_t size;
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uint8_t* data;
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};
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///
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/// Vertex index type
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///
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typedef uint32_t IndexType;
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///
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/// Vertex index buffer, @see GPUDriver::CreateGeometry
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///
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struct UExport IndexBuffer {
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uint32_t size;
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uint8_t* data;
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};
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///
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/// Shader types, used by GPUState::shader_type
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///
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enum UExport ShaderType {
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kShaderType_Fill,
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kShaderType_FillPath,
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};
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///
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/// GPU state description.
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///
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struct UExport GPUState {
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float viewport_width;
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float viewport_height;
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Matrix4x4 transform;
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bool enable_texturing;
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bool enable_blend;
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uint8_t shader_type;
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uint32_t render_buffer_id;
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uint32_t texture_1_id;
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uint32_t texture_2_id;
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uint32_t texture_3_id;
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float uniform_scalar[8];
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vec4 uniform_vector[8];
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uint8_t clip_size;
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Matrix4x4 clip[8];
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};
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///
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/// Command types, used by Command::command_type
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///
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enum UExport CommandType {
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kCommandType_ClearRenderBuffer,
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kCommandType_DrawGeometry,
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};
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///
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/// Command description, handling one of these should result in either a call to
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/// GPUDriver::ClearRenderBuffer or GPUDriver::DrawGeometry.
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///
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struct UExport Command {
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uint8_t command_type;
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GPUState gpu_state;
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uint32_t geometry_id;
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uint32_t indices_count;
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uint32_t indices_offset;
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};
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///
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/// Command list, @see GPUDriver::UpdateCommandList
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///
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struct UExport CommandList {
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uint32_t size;
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Command* commands;
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};
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#pragma pack(pop)
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///
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/// @brief GPUDriver interface, dispatches GPU calls to the native driver.
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///
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/// By default, Ultralight uses an offscreen, OpenGL GPUDriver that draws each
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/// View to an offscreen Bitmap (@see View::bitmap). You can override this to
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/// provide your own GPUDriver and integrate directly with your own 3D engine.
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///
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/// This is intended to be implemented by users and defined before creating the
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/// Renderer. @see Platform::set_gpu_driver
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///
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class UExport GPUDriver {
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public:
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virtual ~GPUDriver();
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///
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/// Called before any commands are dispatched during a frame.
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///
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virtual void BeginSynchronize() = 0;
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///
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/// Called after any commands are dispatched during a frame.
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///
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virtual void EndSynchronize() = 0;
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///
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/// Get the next available texture ID.
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///
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virtual uint32_t NextTextureId() = 0;
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/// Create a texture with a certain ID and optional bitmap. If the Bitmap is
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/// empty (Bitmap::IsEmpty), then a RTT Texture should be created instead.
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///
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virtual void CreateTexture(uint32_t texture_id,
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Ref<Bitmap> bitmap) = 0;
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///
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/// Update an existing non-RTT texture with new bitmap data.
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///
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virtual void UpdateTexture(uint32_t texture_id,
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Ref<Bitmap> bitmap) = 0;
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///
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/// Bind a texture to a certain texture unit.
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///
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virtual void BindTexture(uint8_t texture_unit,
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uint32_t texture_id) = 0;
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///
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/// Destroy a texture.
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///
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virtual void DestroyTexture(uint32_t texture_id) = 0;
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///
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/// Generate the next available render buffer ID.
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///
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virtual uint32_t NextRenderBufferId() = 0;
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///
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/// Create a render buffer with certain ID and buffer description.
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///
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virtual void CreateRenderBuffer(uint32_t render_buffer_id,
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const RenderBuffer& buffer) = 0;
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///
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/// Bind a render buffer
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///
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virtual void BindRenderBuffer(uint32_t render_buffer_id) = 0;
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///
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/// Clear a render buffer (flush pixels)
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///
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virtual void ClearRenderBuffer(uint32_t render_buffer_id) = 0;
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///
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/// Destroy a render buffer
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///
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virtual void DestroyRenderBuffer(uint32_t render_buffer_id) = 0;
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///
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/// Generate the next available geometry ID.
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///
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virtual uint32_t NextGeometryId() = 0;
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///
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/// Create geometry with certain ID and vertex/index data.
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///
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virtual void CreateGeometry(uint32_t geometry_id,
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const VertexBuffer& vertices,
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const IndexBuffer& indices) = 0;
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///
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/// Update existing geometry with new vertex/index data.
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///
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virtual void UpdateGeometry(uint32_t geometry_id,
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const VertexBuffer& vertices,
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const IndexBuffer& indices) = 0;
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///
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/// Draw geometry using the specific index count/offset and GPUState.
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///
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virtual void DrawGeometry(uint32_t geometry_id,
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uint32_t indices_count,
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uint32_t indices_offset,
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const GPUState& state) = 0;
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///
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/// Destroy geometry.
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///
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virtual void DestroyGeometry(uint32_t geometry_id) = 0;
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///
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/// Update command list (you should copy the commands to your own structure).
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///
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virtual void UpdateCommandList(const CommandList& list) = 0;
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///
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/// Check if any commands need drawing.
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///
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virtual bool HasCommandsPending() = 0;
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///
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/// Iterate through stored command list and dispatch to ClearRenderBuffer or
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/// DrawGeometry, respectively. Command list should be cleared at end of call.
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///
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virtual void DrawCommandList() = 0;
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};
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} // namespace ultralight
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