1 #ifndef DALI_GRAPHICS_CONTROLLER_H
2 #define DALI_GRAPHICS_CONTROLLER_H
5 * Copyright (c) 2023 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 <dali/public-api/common/vector-wrapper.h>
26 #include "graphics-buffer-create-info.h"
27 #include "graphics-command-buffer-create-info.h"
28 #include "graphics-framebuffer-create-info.h"
29 #include "graphics-memory.h"
30 #include "graphics-pipeline-create-info.h"
31 #include "graphics-program-create-info.h"
32 #include "graphics-reflection.h"
33 #include "graphics-render-pass-create-info.h"
34 #include "graphics-render-target-create-info.h"
35 #include "graphics-sampler-create-info.h"
36 #include "graphics-shader-create-info.h"
37 #include "graphics-sync-object-create-info.h"
38 #include "graphics-texture-create-info.h"
39 #include "graphics-texture-upload-helper.h"
46 class GlContextHelperAbstraction;
47 } // namespace Integration
65 * @brief Controller class controls render loop
67 * Controller class is responsible for executing render calls
68 * and controlling pipeline state.
73 // Temporary until graphics api is complete
74 virtual Integration::GlAbstraction& GetGlAbstraction() = 0;
75 virtual Integration::GlContextHelperAbstraction& GetGlContextHelperAbstraction() = 0;
78 * @brief Destroys controller
80 virtual ~Controller() = default;
83 * @brief Submits array of command buffers
85 * Submits command buffers to the graphics pipeline. Submitted commands
86 * may be executed instantly or postponed.
88 * @param[in] submitInfo Valid SubmitInfo structure
90 virtual void SubmitCommandBuffers(const SubmitInfo& submitInfo) = 0;
93 * @brief Presents render target
94 * @param renderTarget render target to present
96 virtual void PresentRenderTarget(RenderTarget* renderTarget) = 0;
99 * @brief Waits until the GPU is idle
101 virtual void WaitIdle() = 0;
104 * @brief Lifecycle pause event
106 virtual void Pause() = 0;
109 * @brief Lifecycle resume event
111 virtual void Resume() = 0;
114 * @brief Lifecycle shutdown event
116 virtual void Shutdown() = 0;
119 * @brief Lifecycle destroy event
121 virtual void Destroy() = 0;
124 * @brief Executes batch update of textures
126 * This function may perform full or partial update of many textures.
127 * The data source may come from:
128 * - CPU memory (client side)
129 * - GPU memory (another Texture or Buffer)
131 * UpdateTextures() is the only way to update unmappable Texture objects.
132 * It is recommended to batch updates as it may help with optimizing
133 * memory transfers based on dependencies.
136 virtual void UpdateTextures(const std::vector<TextureUpdateInfo>& updateInfoList,
137 const std::vector<TextureUpdateSourceInfo>& sourceList) = 0;
140 * Auto generates mipmaps for the texture
141 * @param[in] texture The texture
143 virtual void GenerateTextureMipmaps(const Texture& texture) = 0;
146 * @brief Enables depth/stencil buffer
148 * @param[in] enableDepth True to enable depth
149 * @param[in] enableStencil True to enable stencil
150 * @return True on success
152 virtual bool EnableDepthStencilBuffer(bool enableDepth, bool enableStencil) = 0;
155 * @brief Runs garbage collector (if supported)
157 * @param[in] numberOfDiscardedRenderers number of discarded renderers
159 virtual void RunGarbageCollector(size_t numberOfDiscardedRenderers) = 0;
162 * @brief Discards unused resources
164 virtual void DiscardUnusedResources() = 0;
167 * @brief Tests whether discard queue is empty
169 * @return True if empty
171 virtual bool IsDiscardQueueEmpty() = 0;
174 * @brief Test if the graphics subsystem has resumed & should force a draw
176 * @return true if the graphics subsystem requires a re-draw
178 virtual bool IsDrawOnResumeRequired() = 0;
181 * @brief Creates new Buffer object
183 * The Buffer object is created with underlying memory. The Buffer
184 * specification is immutable. Based on the BufferCreateInfo::usage,
185 * the memory may be client-side mappable or not.
187 * The old buffer may be passed as BufferCreateInfo::oldbuffer, however,
188 * it's up to the implementation whether the object will be reused or
189 * discarded and replaced by the new one.
191 * @param[in] bufferCreateInfo The valid BufferCreateInfo structure
192 * @param[in] oldBuffer The valid pointer to the old object or nullptr. The object will be reused or destroyed.
193 * @return pointer to the Buffer object
195 virtual UniquePtr<Buffer> CreateBuffer(const BufferCreateInfo& bufferCreateInfo, UniquePtr<Buffer>&& oldBuffer) = 0;
198 * @brief Creates new CommandBuffer object
200 * @param[in] bufferCreateInfo The valid BufferCreateInfo structure
201 * @param[in] oldCommandBuffer The valid pointer to the old object or nullptr. The object will be reused or destroyed.
202 * @return pointer to the CommandBuffer object
204 virtual UniquePtr<CommandBuffer> CreateCommandBuffer(const CommandBufferCreateInfo& commandBufferCreateInfo, UniquePtr<CommandBuffer>&& oldCommandBuffer) = 0;
207 * @brief Creates new RenderPass object
209 * @param[in] renderPassCreateInfo The valid RenderPassCreateInfo structure
210 * @param[in] oldRenderPass The valid pointer to the old object or nullptr. The object will be reused or destroyed.
211 * @return pointer to the RenderPass object
213 virtual UniquePtr<RenderPass> CreateRenderPass(const RenderPassCreateInfo& renderPassCreateInfo, UniquePtr<RenderPass>&& oldRenderPass) = 0;
216 * @brief Creates new Texture object
218 * @param[in] textureCreateInfo The valid TextureCreateInfo structure
219 * @param[in] oldTexture The valid pointer to the old object or nullptr. The object will be reused or destroyed.
220 * @return pointer to the TextureCreateInfo object
222 virtual UniquePtr<Texture> CreateTexture(const TextureCreateInfo& textureCreateInfo, UniquePtr<Texture>&& oldTexture) = 0;
225 * @brief Creates new Framebuffer object
227 * @param[in] framebufferCreateInfo The valid FramebufferCreateInfo structure
228 * @param[in] oldFramebuffer The valid pointer to the old object or nullptr. The object will be reused or destroyed.
229 * @return pointer to the Framebuffer object
231 virtual UniquePtr<Framebuffer> CreateFramebuffer(const FramebufferCreateInfo& framebufferCreateInfo, UniquePtr<Framebuffer>&& oldFramebuffer) = 0;
234 * @brief Creates new Pipeline object
236 * @param[in] pipelineCreateInfo The valid PipelineCreateInfo structure
237 * @param[in] oldPipeline The valid pointer to the old object or nullptr. The object will be reused or destroyed.
238 * @return pointer to the Pipeline object
240 virtual UniquePtr<Pipeline> CreatePipeline(const PipelineCreateInfo& pipelineCreateInfo, UniquePtr<Pipeline>&& oldPipeline) = 0;
243 * @brief Creates new Program object
245 * @param[in] ProgramCreateInfo The valid ProgramCreateInfo structure
246 * @param[in] oldProgram The valid pointer to the old object or nullptr. The object will be reused or destroyed.
247 * @return pointer to the Program object
249 virtual UniquePtr<Program> CreateProgram(const ProgramCreateInfo& programCreateInfo, UniquePtr<Program>&& oldProgram) = 0;
252 * @brief Creates new Shader object
254 * @param[in] shaderCreateInfo The valid ShaderCreateInfo structure
255 * @param[in] oldShader The valid pointer to the old object or nullptr. The object will be reused or destroyed.
256 * @return pointer to the Shader object
258 virtual UniquePtr<Shader> CreateShader(const ShaderCreateInfo& shaderCreateInfo, UniquePtr<Shader>&& oldShader) = 0;
261 * @brief Creates new Sampler object
263 * @param[in] samplerCreateInfo The valid SamplerCreateInfo structure
264 * @param[in] oldSampler The valid pointer to the old object or nullptr. The object will be reused or destroyed.
265 * @return pointer to the Sampler object
267 virtual UniquePtr<Sampler> CreateSampler(const SamplerCreateInfo& samplerCreateInfo, UniquePtr<Sampler>&& oldSampler) = 0;
270 * @brief Creates new RenderTarget object
272 * @param[in] renderTargetCreateInfo The valid RenderTargetCreateInfo structure
273 * @param[in] oldRenderTarget The valid pointer to the old object or nullptr. The object will be reused or destroyed.
274 * @return pointer to the RenderTarget object
276 virtual UniquePtr<RenderTarget> CreateRenderTarget(const RenderTargetCreateInfo& renderTargetCreateInfo, UniquePtr<RenderTarget>&& oldRenderTarget) = 0;
279 * Create a synchronisation object.
281 * @return A pointer to an opaque sync object
282 * @param[in] syncObjectCreateInfo The valid SyncObjectCreateInfo structure
283 * @param[in] oldSyncObject The valid pointer to the old object or nullptr. The object will be reused or destroyed.
285 virtual UniquePtr<SyncObject> CreateSyncObject(const SyncObjectCreateInfo& syncObjectCreateInfo,
286 UniquePtr<SyncObject>&& oldSyncObject) = 0;
289 * @brief Maps memory associated with Buffer object
291 * @param[in] mapInfo Filled details of mapped resource
292 * @return Returns pointer to Memory object or nullptr on error
294 virtual UniquePtr<Memory> MapBufferRange(const MapBufferInfo& mapInfo) = 0;
297 * @brief Maps memory associated with the texture.
299 * Only Texture objects that are backed with linear memory (staging memory) can be mapped.
301 * 1) GLES implementation may create PBO object as staging memory and couple it
302 * with the texture. Texture can be mapped and the memory can be read/write on demand.
304 * 2) Vulkan implementation may allocate DeviceMemory and use linear layout.
306 * @param[in] mapInfo Filled details of mapped resource
308 * @return Valid Memory object or nullptr on error
310 virtual UniquePtr<Memory> MapTextureRange(const MapTextureInfo& mapInfo) = 0;
313 * @brief Unmaps memory and discards Memory object
315 * This function automatically removes lock if Memory has been
318 * @param[in] memory Valid and previously mapped Memory object
320 virtual void UnmapMemory(UniquePtr<Memory> memory) = 0;
323 * @brief Returns memory requirements of the Texture object.
325 * Call this function whenever it's necessary to know how much memory
326 * is needed to store all the texture data and what memory alignment
327 * the data should follow.
329 * @return Returns memory requirements of Texture
331 virtual MemoryRequirements GetTextureMemoryRequirements(Texture& texture) const = 0;
334 * @brief Returns memory requirements of the Buffer object.
336 * Call this function whenever it's necessary to know how much memory
337 * is needed to store all the buffer data and what memory alignment
338 * the data should follow.
340 * @return Returns memory requirements of Buffer
342 virtual MemoryRequirements GetBufferMemoryRequirements(Buffer& buffer) const = 0;
345 * @brief Returns specification of the Texture object
347 * Function obtains specification of the Texture object. It may retrieve
348 * implementation dependent details like ie. whether the texture is
349 * emulated (for example, RGB emulated on RGBA), compressed etc.
351 * @return Returns the TextureProperties object
353 virtual TextureProperties GetTextureProperties(const Texture& texture) = 0;
356 * @brief Returns the reflection of the given program
358 * @param[in] program The program
359 * @return The reflection of the program
361 virtual const Reflection& GetProgramReflection(const Program& program) = 0;
364 * @brief Tests whether two Pipelines are the same.
366 * On the higher level, this function may help wit creating pipeline cache.
368 * @return true if pipeline objects match
370 virtual bool PipelineEquals(const Pipeline& pipeline0, const Pipeline& pipeline1) const = 0;
373 * @brief Retrieves program parameters
375 * This function can be used to retrieve data from internal implementation
377 * @param[in] program Valid program object
378 * @param[in] parameterId Integer parameter id
379 * @param[out] outData Pointer to output memory
380 * @return True on success
382 virtual bool GetProgramParameter(Graphics::Program& program, uint32_t parameterId, void* outData) = 0;
384 public: // ResourceId relative API.
386 * @brief Create Graphics::Texture as resourceId.
387 * The ownership of Graphics::Texture will be hold on this controller.
388 * @note If some Graphics::Texture already created before, assert.
389 * @post DiscardTextureFromResourceId() or ReleaseTextureFromResourceId() should be called when we don't use resourceId texture anymore.
391 * @param[in] resourceId The unique id of resouces.
392 * @return Pointer of Graphics::Texture, or nullptr if we fail to create.
394 virtual Graphics::Texture* CreateTextureByResourceId(uint32_t resourceId, const Graphics::TextureCreateInfo& createInfo) = 0;
397 * @brief Discard Graphics::Texture as resourceId.
399 * @param[in] resourceId The unique id of resouces.
401 virtual void DiscardTextureFromResourceId(uint32_t resourceId) = 0;
404 * @brief Get the Graphics::Texture as resourceId.
406 * @param[in] resourceId The unique id of resouces.
407 * @return Pointer of Graphics::Texture, or nullptr if there is no valid objects.
409 virtual Graphics::Texture* GetTextureFromResourceId(uint32_t resourceId) = 0;
412 * @brief Get the ownership of Graphics::Texture as resourceId.
414 * @param[in] resourceId The unique id of resouces.
415 * @return Pointer of Graphics::Texture.
417 virtual UniquePtr<Graphics::Texture> ReleaseTextureFromResourceId(uint32_t resourceId) = 0;
423 Controller() = default;
425 } // namespace Graphics