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authorchai <chaifix@163.com>2019-08-14 22:50:43 +0800
committerchai <chaifix@163.com>2019-08-14 22:50:43 +0800
commit15740faf9fe9fe4be08965098bbf2947e096aeeb (patch)
treea730ec236656cc8cab5b13f088adfaed6bb218fb /Runtime/GfxDevice/opengles30/GfxDeviceGLES30.h
+Unity Runtime codeHEADmaster
Diffstat (limited to 'Runtime/GfxDevice/opengles30/GfxDeviceGLES30.h')
-rw-r--r--Runtime/GfxDevice/opengles30/GfxDeviceGLES30.h191
1 files changed, 191 insertions, 0 deletions
diff --git a/Runtime/GfxDevice/opengles30/GfxDeviceGLES30.h b/Runtime/GfxDevice/opengles30/GfxDeviceGLES30.h
new file mode 100644
index 0000000..dfc716b
--- /dev/null
+++ b/Runtime/GfxDevice/opengles30/GfxDeviceGLES30.h
@@ -0,0 +1,191 @@
+#pragma once
+
+#if GFX_DEVICE_VIRTUAL
+
+#ifdef GFX_GL_IMPL
+#undef GFX_GL_IMPL
+#endif
+#define GFX_GL_IMPL GfxDeviceGLES30
+
+class GFX_GL_IMPL : public GfxThreadableDevice {
+public:
+ GFX_GL_IMPL();
+ GFX_API ~GFX_GL_IMPL();
+
+ GFX_API void InvalidateState();
+ #if GFX_DEVICE_VERIFY_ENABLE
+ GFX_API void VerifyState();
+ #endif
+
+ GFX_API void Clear (UInt32 clearFlags, const float color[4], float depth, int stencil);
+ GFX_API void SetUserBackfaceMode( bool enable );
+ GFX_API void SetWireframe(bool wire) { } // not possible in GLES
+ GFX_API bool GetWireframe() const { return false; } // not possible in GLES
+ GFX_API void SetInvertProjectionMatrix( bool enable );
+ GFX_API bool GetInvertProjectionMatrix() const;
+
+ GFX_API void SetWorldMatrix( const float matrix[16] );
+ GFX_API void SetViewMatrix( const float matrix[16] );
+
+ GFX_API void SetProjectionMatrix (const Matrix4x4f& matrix);
+ GFX_API void GetMatrix( float outMatrix[16] ) const;
+
+ GFX_API const float* GetWorldMatrix() const ;
+ GFX_API const float* GetViewMatrix() const;
+ GFX_API const float* GetProjectionMatrix() const;
+ GFX_API const float* GetDeviceProjectionMatrix() const;
+
+ GFX_API void SetNormalizationBackface( NormalizationMode mode, bool backface );
+ GFX_API void SetFFLighting( bool on, bool separateSpecular, ColorMaterialMode colorMaterial );
+ GFX_API void SetMaterial( const float ambient[4], const float diffuse[4], const float specular[4], const float emissive[4], const float shininess );
+ GFX_API void SetColor( const float color[4] );
+ GFX_API void SetViewport( int x, int y, int width, int height );
+ GFX_API void GetViewport( int* values ) const;
+
+ GFX_API void SetScissorRect( int x, int y, int width, int height );
+ GFX_API void DisableScissor();
+ GFX_API bool IsScissorEnabled() const;
+ GFX_API void GetScissorRect( int values[4] ) const;
+ GFX_API void SetSRGBWrite (const bool);
+ GFX_API bool GetSRGBWrite ();
+
+ GFX_API void ResolveDepthIntoTexture (RenderSurfaceHandle colorHandle, RenderSurfaceHandle depthHandle);
+
+ GFX_API TextureCombinersHandle CreateTextureCombiners( int count, const ShaderLab::TextureBinding* texEnvs, const ShaderLab::PropertySheet* props, bool hasVertexColorOrLighting, bool usesAddSpecular );
+ GFX_API void DeleteTextureCombiners( TextureCombinersHandle& textureCombiners );
+ GFX_API void SetTextureCombiners( TextureCombinersHandle textureCombiners, const ShaderLab::PropertySheet* props );
+
+ GFX_API void SetTexture (ShaderType shaderType, int unit, int samplerUnit, TextureID texture, TextureDimension dim, float bias);
+ GFX_API void SetTextureParams( TextureID texture, TextureDimension texDim, TextureFilterMode filter, TextureWrapMode wrap, int anisoLevel, bool hasMipMap, TextureColorSpace colorSpace );
+ GFX_API void SetTextureTransform( int unit, TextureDimension dim, TexGenMode texGen, bool identity, const float matrix[16]);
+ GFX_API void SetTextureName ( TextureID texture, const char* name ) { }
+
+ GFX_API void SetMaterialProperties( const MaterialPropertyBlock& block );
+
+ GFX_API void SetShadersThreadable (GpuProgram* programs[kShaderTypeCount], const GpuProgramParameters* params[kShaderTypeCount], UInt8 const * const paramsBuffer[kShaderTypeCount]);
+ GFX_API void CreateShaderParameters( ShaderLab::SubProgram* program, FogMode fogMode );
+
+ GFX_API bool IsCombineModeSupported( unsigned int combiner );
+ GFX_API void SetTextureCombinersThreadable( TextureCombinersHandle textureCombiners, const TexEnvData* texEnvData, const Vector4f* texColors );
+
+ GFX_API bool IsShaderActive( ShaderType type ) const;
+ GFX_API void DestroySubProgram( ShaderLab::SubProgram* subprogram );
+ GFX_API void SetConstantBufferInfo( int id, int size );
+
+ GFX_API void DisableLights( int startLight );
+ GFX_API void SetLight( int light, const GfxVertexLight& data);
+ GFX_API void SetAmbient( const float ambient[4] );
+
+ GFX_API void EnableFog (const GfxFogParams& fog);
+ GFX_API void DisableFog();
+
+ GFX_API VBO* CreateVBO();
+ GFX_API void DeleteVBO( VBO* vbo );
+ GFX_API DynamicVBO& GetDynamicVBO();
+
+ GFX_API RenderSurfaceHandle CreateRenderColorSurface (TextureID textureID, int width, int height, int samples, int depth, TextureDimension dim, RenderTextureFormat format, UInt32 createFlags);
+ GFX_API RenderSurfaceHandle CreateRenderDepthSurface (TextureID textureID, int width, int height, int samples, TextureDimension dim, DepthBufferFormat depthFormat, UInt32 createFlags);
+ GFX_API void SetRenderTargets (int count, RenderSurfaceHandle* colorHandles, RenderSurfaceHandle depthHandle, int mipLevel, CubemapFace face = kCubeFaceUnknown);
+ GFX_API void DestroyRenderSurface (RenderSurfaceHandle& rs);
+ GFX_API void ResolveColorSurface (RenderSurfaceHandle srcHandle, RenderSurfaceHandle dstHandle);
+ GFX_API RenderSurfaceHandle GetActiveRenderColorSurface (int index);
+ GFX_API RenderSurfaceHandle GetActiveRenderDepthSurface ();
+ GFX_API void SetSurfaceFlags(RenderSurfaceHandle surf, UInt32 flags, UInt32 keepFlags);
+ GFX_API void DiscardContents (RenderSurfaceHandle& rs);
+
+ GFX_API void UploadTexture2D( TextureID texture, TextureDimension dimension, UInt8* srcData, int srcSize, int width, int height, TextureFormat format, int mipCount, UInt32 uploadFlags, int skipMipLevels, TextureUsageMode usageMode, TextureColorSpace colorSpace );
+ GFX_API void UploadTextureSubData2D( TextureID texture, UInt8* srcData, int srcSize, int mipLevel, int x, int y, int width, int height, TextureFormat format, TextureColorSpace colorSpace );
+ GFX_API void UploadTextureCube( TextureID texture, UInt8* srcData, int srcSize, int faceDataSize, int size, TextureFormat format, int mipCount, UInt32 uploadFlags, TextureColorSpace colorSpace );
+ GFX_API void UploadTexture3D( TextureID texture, UInt8* srcData, int srcSize, int width, int height, int depth, TextureFormat format, int mipCount, UInt32 uploadFlags );
+ GFX_API void DeleteTexture( TextureID texture );
+
+ GFX_API PresentMode GetPresentMode();
+
+ GFX_API void BeginFrame();
+ GFX_API void EndFrame();
+ GFX_API void PresentFrame();
+
+ GFX_API bool IsValidState();
+ GFX_API bool HandleInvalidState();
+
+ GFX_API void FinishRendering();
+
+ // Immediate mode rendering
+ GFX_API void ImmediateVertex( float x, float y, float z );
+ GFX_API void ImmediateNormal( float x, float y, float z );
+ GFX_API void ImmediateColor( float r, float g, float b, float a );
+ GFX_API void ImmediateTexCoordAll( float x, float y, float z );
+ GFX_API void ImmediateTexCoord( int unit, float x, float y, float z );
+ GFX_API void ImmediateBegin( GfxPrimitiveType type );
+ GFX_API void ImmediateEnd();
+
+ // Acquire thread ownership on the calling thread. Worker releases ownership.
+ GFX_API void AcquireThreadOwnership();
+ // Release thread ownership on the calling thread. Worker acquires ownership.
+ GFX_API void ReleaseThreadOwnership();
+
+ protected:
+
+ GFX_API bool CaptureScreenshot( int left, int bottom, int width, int height, UInt8* rgba32 );
+ GFX_API bool ReadbackImage( ImageReference& image, int left, int bottom, int width, int height, int destX, int destY );
+ GFX_API void GrabIntoRenderTexture( RenderSurfaceHandle rs, RenderSurfaceHandle rd, int x, int y, int width, int height );
+
+ GFX_API void BeforeDrawCall( bool immediateMode);
+
+ GFX_API void SetBlendState(const DeviceBlendState* state, float alphaRef);
+ GFX_API void SetRasterState(const DeviceRasterState* state);
+ GFX_API void SetDepthState(const DeviceDepthState* state);
+ GFX_API void SetStencilState(const DeviceStencilState* state, int stencilRef);
+
+ GFX_API DeviceBlendState* CreateBlendState(const GfxBlendState& state);
+ GFX_API DeviceDepthState* CreateDepthState(const GfxDepthState& state);
+ GFX_API DeviceStencilState* CreateStencilState(const GfxStencilState& state);
+ GFX_API DeviceRasterState* CreateRasterState(const GfxRasterState& state);
+
+ GFX_API GPUSkinningInfo *CreateGPUSkinningInfo();
+ GFX_API void DeleteGPUSkinningInfo(GPUSkinningInfo *info);
+ GFX_API void SkinOnGPU( GPUSkinningInfo * info, bool lastThisFrame );
+ GFX_API void UpdateSkinSourceData(GPUSkinningInfo *info, const void *vertData, const BoneInfluence *skinData, bool dirty);
+ GFX_API void UpdateSkinBonePoses(GPUSkinningInfo *info, const int boneCount, const Matrix4x4f* poses);
+
+#if ENABLE_PROFILER
+ GFX_API void BeginProfileEvent (const char* name);
+ GFX_API void EndProfileEvent ();
+
+ GFX_API GfxTimerQuery* CreateTimerQuery();
+ GFX_API void DeleteTimerQuery(GfxTimerQuery* query);
+ GFX_API void BeginTimerQueries();
+ GFX_API void EndTimerQueries();
+#endif
+
+public:
+ // OpenGLES specific
+ GFX_API void ReloadResources();
+ GFX_API bool IsPositionRequiredForTexGen(int texStageIndex) const;
+ GFX_API bool IsNormalRequiredForTexGen(int texStageIndex) const;
+
+ GFX_API bool IsPositionRequiredForTexGen() const;
+ GFX_API bool IsNormalRequiredForTexGen() const;
+
+ GFX_API void* GetNativeTexturePointer(TextureID id);
+
+ DeviceStateGLES30& GetState() { return state; }
+
+private:
+ DeviceStateGLES30 state;
+};
+
+#define STATE this->state
+#define GetGLES30DeviceState(device) device.GetState()
+
+#else // GFX_DEVICE_VIRTUAL
+
+
+struct GfxDeviceImpl {
+ DeviceStateGLES30 state;
+};
+
+#define STATE impl->state
+#define GetGLES30DeviceState(device) device.GetImpl()->state
+
+#endif // GFX_DEVICE_VIRTUAL