Files
MapLibreParticleLab/include/mbgl/gfx/context.hpp
2024-02-28 22:18:08 +00:00

172 lines
6.1 KiB
C++

#pragma once
#include <mbgl/actor/scheduler.hpp>
#include <mbgl/gfx/backend.hpp>
#include <mbgl/gfx/command_encoder.hpp>
#include <mbgl/gfx/draw_scope.hpp>
#include <mbgl/gfx/program.hpp>
#include <mbgl/gfx/renderbuffer.hpp>
#include <mbgl/gfx/rendering_stats.hpp>
#include <mbgl/gfx/texture.hpp>
#include <mbgl/gfx/types.hpp>
#if MLN_DRAWABLE_RENDERER
#include <mbgl/gfx/uniform_buffer.hpp>
#endif
#include <memory>
#include <string>
namespace mbgl {
class PaintParameters;
class ProgramParameters;
#if MLN_DRAWABLE_RENDERER
class TileLayerGroup;
class LayerGroup;
class RenderTarget;
using TileLayerGroupPtr = std::shared_ptr<TileLayerGroup>;
using LayerGroupPtr = std::shared_ptr<LayerGroup>;
using RenderTargetPtr = std::shared_ptr<RenderTarget>;
#endif
namespace gfx {
class OffscreenTexture;
class ShaderRegistry;
#if MLN_DRAWABLE_RENDERER
class Drawable;
class DrawableBuilder;
class ShaderProgramBase;
class Texture2D;
class VertexAttributeArray;
using DrawablePtr = std::shared_ptr<Drawable>;
using ShaderProgramBasePtr = std::shared_ptr<ShaderProgramBase>;
using Texture2DPtr = std::shared_ptr<Texture2D>;
using UniformBufferPtr = std::shared_ptr<UniformBuffer>;
using UniqueDrawableBuilder = std::unique_ptr<DrawableBuilder>;
using VertexAttributeArrayPtr = std::shared_ptr<VertexAttributeArray>;
#endif
class Context {
protected:
Context(uint32_t maximumVertexBindingCount_)
: maximumVertexBindingCount(maximumVertexBindingCount_),
backgroundScheduler(Scheduler::GetBackground()) {}
public:
static constexpr const uint32_t minimumRequiredVertexBindingCount = 8;
const uint32_t maximumVertexBindingCount;
Context(Context&&) = delete;
Context(const Context&) = delete;
Context& operator=(Context&& other) = delete;
Context& operator=(const Context& other) = delete;
virtual ~Context() = default;
virtual void beginFrame() = 0;
virtual void endFrame() = 0;
/// Called at the end of a frame.
virtual void performCleanup() = 0;
/// Called when the app receives a memory warning and before it goes to the background.
virtual void reduceMemoryUsage() = 0;
virtual std::unique_ptr<OffscreenTexture> createOffscreenTexture(Size, TextureChannelDataType) = 0;
/// Creates an empty texture with the specified dimensions.
Texture createTexture(const Size size,
TexturePixelType format = TexturePixelType::RGBA,
TextureChannelDataType type = TextureChannelDataType::UnsignedByte) {
return {size, createTextureResource(size, format, type)};
}
template <RenderbufferPixelType pixelType>
Renderbuffer<pixelType> createRenderbuffer(const Size size) {
return {size, createRenderbufferResource(pixelType, size)};
}
DrawScope createDrawScope() { return DrawScope{createDrawScopeResource()}; }
virtual std::unique_ptr<CommandEncoder> createCommandEncoder() = 0;
gfx::RenderingStats& renderingStats() { return stats; }
const gfx::RenderingStats& renderingStats() const { return stats; }
#if !defined(NDEBUG)
virtual void visualizeStencilBuffer() = 0;
virtual void visualizeDepthBuffer(float depthRangeSize) = 0;
#endif
virtual void clearStencilBuffer(int32_t) = 0;
/// Sets dirty state
virtual void setDirtyState() = 0;
#if MLN_DRAWABLE_RENDERER
/// Create a new vertex attribute array
virtual gfx::VertexAttributeArrayPtr createVertexAttributeArray() const = 0;
/// Create a new drawable builder
virtual UniqueDrawableBuilder createDrawableBuilder(std::string name) = 0;
/// Create a new uniform buffer
/// @param data The data to copy, may be `nullptr`
/// @param size The size of the buffer
/// @param persistent Performance hint, optimize for few or many uses
virtual UniformBufferPtr createUniformBuffer(const void* data, std::size_t size, bool persistent = false) = 0;
/// Get the generic shader with the specified name
virtual gfx::ShaderProgramBasePtr getGenericShader(gfx::ShaderRegistry&, const std::string& name) = 0;
/// Create a tile layer group implementation
virtual TileLayerGroupPtr createTileLayerGroup(int32_t layerIndex,
std::size_t initialCapacity,
std::string name) = 0;
/// Create a layer group implementation
virtual LayerGroupPtr createLayerGroup(int32_t layerIndex, std::size_t initialCapacity, std::string name) = 0;
/// Create a texture
virtual Texture2DPtr createTexture2D() = 0;
/// Create a render target
virtual RenderTargetPtr createRenderTarget(const Size size, const TextureChannelDataType type) = 0;
/// Resets the context state to defaults
virtual void resetState(gfx::DepthMode depthMode, gfx::ColorMode colorMode) = 0;
/// Update the uniform buffer with the provided data if it already exists, otherwise create it.
/// @return True if the buffer was created, false if it was updated
virtual bool emplaceOrUpdateUniformBuffer(gfx::UniformBufferPtr&,
const void* data,
std::size_t size,
bool persistent = false) = 0;
/// `emplaceOrUpdateUniformBuffer` with type inference
template <typename T>
std::enable_if_t<!std::is_pointer_v<T>, bool> emplaceOrUpdateUniformBuffer(gfx::UniformBufferPtr& ptr,
const T* data,
bool persistent = false) {
return emplaceOrUpdateUniformBuffer(ptr, data, sizeof(T), persistent);
}
#endif
protected:
virtual std::unique_ptr<TextureResource> createTextureResource(Size, TexturePixelType, TextureChannelDataType) = 0;
virtual std::unique_ptr<RenderbufferResource> createRenderbufferResource(RenderbufferPixelType, Size) = 0;
virtual std::unique_ptr<DrawScopeResource> createDrawScopeResource() = 0;
gfx::RenderingStats stats;
std::shared_ptr<Scheduler> backgroundScheduler;
};
} // namespace gfx
} // namespace mbgl