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RenderDeviceGL.h
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/*
* Copyright 2019-2024 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#pragma once
/// \file
/// Definition of the Diligent::IRenderDeviceGL interface
#include "../../GraphicsEngine/interface/RenderDevice.h"
/// Namespace for the OpenGL implementation of the graphics engine
DILIGENT_BEGIN_NAMESPACE(Diligent)
// {B4B395B9-AC99-4E8A-B7E1-9DCA0D485618}
static DILIGENT_CONSTEXPR INTERFACE_ID IID_RenderDeviceGL =
{0xb4b395b9, 0xac99, 0x4e8a, {0xb7, 0xe1, 0x9d, 0xca, 0xd, 0x48, 0x56, 0x18}};
#define DILIGENT_INTERFACE_NAME IRenderDeviceGL
#include "../../../Primitives/interface/DefineInterfaceHelperMacros.h"
#define IRenderDeviceGLInclusiveMethods \
IRenderDeviceInclusiveMethods; \
IRenderDeviceGLMethods RenderDeviceGL
// clang-format off
#if PLATFORM_WIN32
/// Win32 native GL context attributes
struct NativeGLContextAttribsWin32
{
/// Device context handle
void* hDC DEFAULT_INITIALIZER(nullptr);
/// Rendering context handle
void* hGLRC DEFAULT_INITIALIZER(nullptr);
};
typedef struct NativeGLContextAttribsWin32 NativeGLContextAttribsWin32;
typedef struct NativeGLContextAttribsWin32 NativeGLContextAttribs;
#elif PLATFORM_ANDROID
/// Android native GL context attributes
struct NativeGLContextAttribsAndroid
{
/// EGL display
void* Display DEFAULT_INITIALIZER(nullptr);
// EGL surface
void* Surface DEFAULT_INITIALIZER(nullptr);
/// EGL context
void* Context DEFAULT_INITIALIZER(nullptr);
/// EGL config
void* Config DEFAULT_INITIALIZER(nullptr);
};
typedef struct NativeGLContextAttribsAndroid NativeGLContextAttribsAndroid;
typedef struct NativeGLContextAttribsAndroid NativeGLContextAttribs;
#endif
/// Exposes OpenGL-specific functionality of a render device.
DILIGENT_BEGIN_INTERFACE(IRenderDeviceGL, IRenderDevice)
{
/// Creates a texture from OpenGL handle
/// \param [in] GLHandle - OpenGL texture handle.
/// \param [in] GLBindTarget - OpenGL bind target. If this parameter is null, the engine will
/// automatically select the target based on texture
/// type (e.g. RESOURCE_DIM_TEX_2D will map to GL_TEXTURE_2D).
/// An application should typically use this parameter when the texture
/// has non-standard bind target such as, GL_TEXTURE_EXTERNAL_OES.
/// \param [in] TexDesc - Texture description. The engine can automatically
/// set texture width, height, depth, mip levels count, and format.
/// Remaining fields should be set up by the app.
/// \param [in] InitialState - Initial texture state. See Diligent::RESOURCE_STATE.
/// \param [out] ppTexture - Address of the memory location where the pointer to the
/// texture interface will be stored.
/// The function calls AddRef(), so that the new object will contain
/// one reference.
/// \note Diligent engine texture object does not take ownership of the GL resource,
/// and the application must not destroy it while it is in use by the engine.
VIRTUAL void METHOD(CreateTextureFromGLHandle)(THIS_
Uint32 GLHandle,
Uint32 GLBindTarget,
const TextureDesc REF TexDesc,
RESOURCE_STATE InitialState,
ITexture** ppTexture) PURE;
/// Creates a buffer from OpenGL handle
/// \param [in] GLHandle - OpenGL buffer handle
/// \param [in] BuffDesc - Buffer description. The engine can automatically
/// recover buffer size, but the rest of the fields need to
/// be set by the client.
/// \param [in] InitialState - Initial buffer state. See Diligent::RESOURCE_STATE.
/// \param [out] ppBuffer - Address of the memory location where the pointer to the
/// texture interface will be stored.
/// The function calls AddRef(), so that the new object will contain
/// one reference.
/// \note Diligent engine buffer object does not take ownership of the GL resource,
/// and the application must not destroy it while it is in use by the engine.
VIRTUAL void METHOD(CreateBufferFromGLHandle)(THIS_
Uint32 GLHandle,
const BufferDesc REF BuffDesc,
RESOURCE_STATE InitialState,
IBuffer** ppBuffer) PURE;
/// Creates a dummy texture with null handle.
/// The main usage of dummy textures is to serve as render target and depth buffer
/// proxies in a swap chain. When dummy color buffer is set as render target, the
/// engine binds default FBO provided by the swap chain.
///
/// \param [in] TexDesc - Texture description.
/// \param [in] InitialState - Initial texture state. See Diligent::RESOURCE_STATE.
/// \param [out] ppTexture - Address of the memory location where the pointer to the
/// texture interface will be stored.
/// The function calls AddRef(), so that the new object will contain
/// one reference.
/// \note Only RESOURCE_DIM_TEX_2D dummy textures are supported.
VIRTUAL void METHOD(CreateDummyTexture)(THIS_
const TextureDesc REF TexDesc,
RESOURCE_STATE InitialState,
ITexture** ppTexture) PURE;
#if PLATFORM_WIN32 || PLATFORM_ANDROID
/// Returns platform-specific GL context attributes
VIRTUAL NativeGLContextAttribs METHOD(GetNativeGLContextAttribs)(THIS) CONST PURE;
#endif
};
DILIGENT_END_INTERFACE
#include "../../../Primitives/interface/UndefInterfaceHelperMacros.h"
#if DILIGENT_C_INTERFACE
// clang-format off
# define IRenderDeviceGL_CreateTextureFromGLHandle(This, ...)CALL_IFACE_METHOD(RenderDeviceGL, CreateTextureFromGLHandle, This, __VA_ARGS__)
# define IRenderDeviceGL_CreateBufferFromGLHandle(This, ...) CALL_IFACE_METHOD(RenderDeviceGL, CreateBufferFromGLHandle, This, __VA_ARGS__)
# define IRenderDeviceGL_CreateDummyTexture(This, ...) CALL_IFACE_METHOD(RenderDeviceGL, CreateDummyTexture, This, __VA_ARGS__)
# define IRenderDeviceGL_GetNativeGLContextAttribs(This) CALL_IFACE_METHOD(RenderDeviceGL, GetNativeGLContextAttribs, This)
// clang-format on
#endif
DILIGENT_END_NAMESPACE // namespace Diligent