1 #ifndef DALI_GRAPHICS_COMMAND_BUFFER_H
2 #define DALI_GRAPHICS_COMMAND_BUFFER_H
5 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include "graphics-types.h"
24 namespace Dali::Graphics
35 * @brief Uniform buffer bindings.
37 struct UniformBufferBinding
39 Buffer* buffer; // Buffer
42 void* offsetPtr; // pointer to the client-side memory
43 uint32_t offset; // Offset within buffer
45 uint32_t dataSize; // Size of data to bind
46 uint32_t binding; // Binding index
50 * @brief Texture bindings
52 * Additionally, sampler may be used in case of having combined
58 const Texture* texture; // texture to be bound
59 const Sampler* sampler; // sampler to be bound
60 uint32_t binding; // binding index
64 * @brief Sampler binding
68 Sampler* sampler; // sampler to be bound
69 uint32_t binding; // binding index
73 * @brief ClearValue contains an union of RGBA and depthStencil values.
85 float depth; // glClearDepthf
86 uint32_t stencil; // glClearStencil
91 // Native rendering (using native APIs)
93 enum class DrawNativeAPI
101 DrawNativeAPI api; //< API used by the callback
102 Dali::CallbackBase* callback; //< Callback pointer
103 void* userData; //< Data passed into the callback (unspecified type, callback should decode it)
104 void* reserved; //< Reserved for internal use
108 * @brief CommandBuffer contains a stream of commands to be executed
114 CommandBuffer() = default;
115 virtual ~CommandBuffer() = default;
118 CommandBuffer(const CommandBuffer&) = delete;
119 CommandBuffer& operator=(const CommandBuffer&) = delete;
122 * @brief Binds vertex buffers
124 * The buffers and offsets arrays must be same length
126 * @param[in] firstBinding First binding index
127 * @param[in] buffers List of buffers to bind
128 * @param[in] offsets List of offsets for each buffer
130 virtual void BindVertexBuffers(uint32_t firstBinding,
131 const std::vector<const Buffer*>& buffers,
132 const std::vector<uint32_t>& offsets) = 0;
135 * @brief Binds uniform buffers
137 * @param[in] bindings List of uniform buffer bindings
139 virtual void BindUniformBuffers(const std::vector<UniformBufferBinding>& bindings) = 0;
142 * @brief Binds pipeline
144 * @param[in] pipeline valid pipeline
146 virtual void BindPipeline(const Pipeline& pipeline) = 0;
149 * @brief Binds textures
151 * @param[in] textureBindings List of texture bindings
153 virtual void BindTextures(const std::vector<TextureBinding>& textureBindings) = 0;
156 * @brief Binds samplers
158 * @param[in] samplerBindings List of sampler bindings
160 virtual void BindSamplers(const std::vector<SamplerBinding>& samplerBindings) = 0;
163 * @brief Binds buffer containing push constants
165 * @param[in] data pointer to the buffer
166 * @param[in] size size of data in bytes
167 * @param[in] binding push constants binding index
169 virtual void BindPushConstants(void* data,
171 uint32_t binding) = 0;
174 * @brief Binds index buffer
176 * Most commonly used formats:
180 * @param[in] buffer Valid buffer
181 * @param[in] offset offset within buffer
182 * @param[in] format Format of index buffer
184 virtual void BindIndexBuffer(const Buffer& buffer,
188 * @brief Begins render pass
190 * The function initialises rendering for specified RenderPass object
191 * onto renderTarget. renderArea defines the scissor rect. Depends on the
192 * renderPass spec, the clearValues may be used.
194 * Calling EndRenderPass() is necessary to finalize the render pass.
196 * @param[in] renderPass valid render pass object
197 * @param[in] renderTarget valid render target, must not be used when framebuffer set
198 * @param[in] renderArea area to draw (clear operation is affected)
199 * @param[in] clearValues clear values (compatible with renderpass spec)
201 virtual void BeginRenderPass(
202 RenderPass* renderPass,
203 RenderTarget* renderTarget,
205 const std::vector<ClearValue>& clearValues) = 0;
208 * @brief Ends current render pass
210 * This command must be issued in order to finalize the render pass.
211 * It's up to the implementation whether anything has to be done but
212 * the Controller may use end RP marker in order to resolve resource
213 * dependencies (for example, to know when target texture is ready
214 * before passing it to another render pass).
216 * The caller may query the sync object to determine when this render
217 * pass has actually finished on the GPU.
219 * @param[in] syncObject If non-null, this object will ensure an
220 * appropriate fence sync object is created after the render pass is
223 virtual void EndRenderPass(Graphics::SyncObject* syncObject) = 0;
226 * @brief Executes a list of secondary command buffers
228 * The secondary command buffers will be executed as a part of a primary
229 * command buffer that calls this function.
231 * @param[in] commandBuffers List of buffers to execute
233 virtual void ExecuteCommandBuffers(std::vector<const CommandBuffer*>&& commandBuffers) = 0;
236 * @brief Draw primitives
238 * @param[in] vertexCount number of vertices
239 * @param[in] instanceCount number of instances
240 * @param[in] firstVertex index of first vertex
241 * @param[in] firstInstance index of first instance
244 uint32_t vertexCount,
245 uint32_t instanceCount,
246 uint32_t firstVertex,
247 uint32_t firstInstance) = 0;
250 * @brief Draws indexed primitives
252 * @param[in] indexCount Number of indices
253 * @param[in] instanceCount Number of instances
254 * @param[in] firstIndex first index
255 * @param[in] vertexOffset offset of first vertex
256 * @param[in] firstInstance first instance
258 virtual void DrawIndexed(
260 uint32_t instanceCount,
262 int32_t vertexOffset,
263 uint32_t firstInstance) = 0;
266 * @brief Draws indexed primitives indirectly
268 * Indirect draw uses additional buffer that holds render data.
270 * Indirect draw support depends on the hardware (most of modern hardware
271 * supports this drawing technique).
273 * @param[in] buffer Buffer containing draw parameters
274 * @param[in] offset Offset in bytes where parameters begin
275 * @param[in] drawCount number of draws to execute
276 * @param[in] stride stride between draw parameters
278 virtual void DrawIndexedIndirect(
282 uint32_t stride) = 0;
285 * @brief Draws using native API (via callback)
287 * DrawNative should be use in order to acquire direct access to the
288 * graphics API like GL. Upon command execution, the backend will
289 * invoke given callback and pass API-specific arguments (for example,
290 * the GL callback will receive EGL context used for rendering).
292 * The client side must make sure the callback is valid for the
295 * @param[in] drawInfo NativeDrawInfo structure
297 virtual void DrawNative(const DrawNativeInfo* drawInfo) = 0;
300 * @brief Resets CommandBuffer
302 * This function resets the command buffer and discards all previously
305 * Since the allocation may use internal memory pool of the CommandBuffer,
306 * resetting doesn't have to discard all the resources (for example, it doesn't
307 * need to destroy command but only move the pointer to the beginning of
308 * the command buffer).
310 * It is useful if the command buffer has to be re-recorded frequently, for example,
313 virtual void Reset() = 0;
316 * @brief Changes scissor rect
318 * @param[in] value 2D scissor rectangle
320 virtual void SetScissor(Rect2D value) = 0;
323 * @brief Enables/disables scissor test
325 * @param[in] value State of scissor test
327 virtual void SetScissorTestEnable(bool value) = 0;
330 * @brief Sets viewport
332 * @param[in] value 2D viewport area
334 virtual void SetViewport(Viewport value) = 0;
337 * @brief Sets whether the viewport should be changed
338 * @param[in] value state of viewport
340 virtual void SetViewportEnable(bool value) = 0;
343 * @brief Sets the color mask for all channels.
345 virtual void SetColorMask(bool enabled) = 0;
348 * @brief Clears the stencil buffer (outside of BeginRenderPass) to the current stencil mask
350 virtual void ClearStencilBuffer() = 0;
353 * @brief Clears the depth buffer (outside of BeginRenderPass) to the current depth mask
355 virtual void ClearDepthBuffer() = 0;
358 * @brief Enable or disable the stencil test
360 * @param[in] stencilEnable whether stencil test should be enabled
362 virtual void SetStencilTestEnable(bool stencilEnable) = 0;
365 * @brief The mask used for writing to the stencil buffer.
367 * It should be as wide as necessary for the stencil texture format.
368 * @param[in] writeMask The mask for wriing to / clearing the stencil buffer
370 virtual void SetStencilWriteMask(uint32_t writeMask) = 0;
373 * @brief Setup the stencil function
375 * @param[in] compareOp How the stencil buffer, reference and compareMask are combined to determine whether to draw a pixel or not.
376 * @param[in] reference A reference value that is ANDed with the mask in the compare op.
377 * @param[in] compareMask The bitplanes from the stencil buffer that are active.
379 virtual void SetStencilFunc(Graphics::CompareOp compareOp,
381 uint32_t compareMask) = 0;
384 * @brief Set how subsequent draws will affect the stencil buffer.
385 * @param[in] failOp What happens to stencil buffer if drawing a pixel fails the stencil test
386 * @param[in] passOp What happens to stencil buffer if drawing a pixel passes stencil & depth test
387 * @param[in] depthFailOp What happens to stencil buffer if drawing a pixel passes stencil but fails depth test.
389 virtual void SetStencilOp(Graphics::StencilOp failOp,
390 Graphics::StencilOp passOp,
391 Graphics::StencilOp depthFailOp) = 0;
394 * @brief Defines the comparison operator for passing the depth test.
396 * @param[in] compareOp The comparison operator
398 virtual void SetDepthCompareOp(Graphics::CompareOp compareOp) = 0;
401 * @brief Enables depth testing
403 * @param[in] depthTestEnable True if depth testing will be enabled.
405 virtual void SetDepthTestEnable(bool depthTestEnable) = 0;
408 * @brief Enables depth writing / clearing
410 * @param[in] depthWriteEnabled True if the depth buffer can be updated or cleared.
412 virtual void SetDepthWriteEnable(bool depthWriteEnable) = 0;
415 CommandBuffer(CommandBuffer&&) = default;
416 CommandBuffer& operator=(CommandBuffer&&) = default;
418 } // namespace Dali::Graphics