1 #ifndef DALI_GRAPHICS_CONTROLLER_H
2 #define DALI_GRAPHICS_CONTROLLER_H
5 * Copyright (c) 2021 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.
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-texture-create-info.h"
44 class GlSyncAbstraction;
45 class GlContextHelperAbstraction;
46 } // namespace Integration
63 * @brief Controller class controls render loop
65 * Controller class is responsible for executing render calls
66 * and controlling pipeline state.
71 // Temporary until graphics api is complete
72 virtual Integration::GlAbstraction& GetGlAbstraction() = 0;
73 virtual Integration::GlSyncAbstraction& GetGlSyncAbstraction() = 0;
74 virtual Integration::GlContextHelperAbstraction& GetGlContextHelperAbstraction() = 0;
77 * @brief Destroys controller
79 virtual ~Controller() = default;
82 * @brief Submits array of command buffers
84 * Submits command buffers to the graphics pipeline. Submitted commands
85 * may be executed instantly or postponed.
87 * @param[in] submitInfo Valid SubmitInfo structure
89 virtual void SubmitCommandBuffers(const SubmitInfo& submitInfo) = 0;
92 * @brief Presents render target
93 * @param renderTarget render target to present
95 virtual void PresentRenderTarget(RenderTarget* renderTarget) = 0;
98 * @brief Waits until the GPU is idle
100 virtual void WaitIdle() = 0;
103 * @brief Lifecycle pause event
105 virtual void Pause() = 0;
108 * @brief Lifecycle resume event
110 virtual void Resume() = 0;
113 * @brief Lifecycle shutdown event
115 virtual void Shutdown() = 0;
118 * @brief Lifecycle destroy event
120 virtual void Destroy() = 0;
123 * @brief Executes batch update of textures
125 * This function may perform full or partial update of many textures.
126 * The data source may come from:
127 * - CPU memory (client side)
128 * - GPU memory (another Texture or Buffer)
130 * UpdateTextures() is the only way to update unmappable Texture objects.
131 * It is recommended to batch updates as it may help with optimizing
132 * memory transfers based on dependencies.
135 virtual void UpdateTextures(const std::vector<TextureUpdateInfo>& updateInfoList,
136 const std::vector<TextureUpdateSourceInfo>& sourceList) = 0;
139 * Auto generates mipmaps for the texture
140 * @param[in] texture The texture
142 virtual void GenerateTextureMipmaps(const Texture& texture) = 0;
145 * @brief Enables depth/stencil buffer
147 * @param[in] enableDepth True to enable depth
148 * @param[in] enableStencil True to enable stencil
149 * @return True on success
151 virtual bool EnableDepthStencilBuffer(bool enableDepth, bool enableStencil) = 0;
154 * @brief Runs garbage collector (if supported)
156 * @param[in] numberOfDiscardedRenderers number of discarded renderers
158 virtual void RunGarbageCollector(size_t numberOfDiscardedRenderers) = 0;
161 * @brief Discards unused resources
163 virtual void DiscardUnusedResources() = 0;
166 * @brief Tests whether discard queue is empty
168 * @return True if empty
170 virtual bool IsDiscardQueueEmpty() = 0;
173 * @brief Test if the graphics subsystem has resumed & should force a draw
175 * @return true if the graphics subsystem requires a re-draw
177 virtual bool IsDrawOnResumeRequired() = 0;
180 * @brief Creates new Buffer object
182 * The Buffer object is created with underlying memory. The Buffer
183 * specification is immutable. Based on the BufferCreateInfo::usage,
184 * the memory may be client-side mappable or not.
186 * The old buffer may be passed as BufferCreateInfo::oldbuffer, however,
187 * it's up to the implementation whether the object will be reused or
188 * discarded and replaced by the new one.
190 * @param[in] bufferCreateInfo The valid BufferCreateInfo structure
191 * @param[in] oldBuffer The valid pointer to the old object or nullptr. The object will be reused or destroyed.
192 * @return pointer to the Buffer object
194 virtual UniquePtr<Buffer> CreateBuffer(const BufferCreateInfo& bufferCreateInfo, UniquePtr<Buffer>&& oldBuffer) = 0;
197 * @brief Creates new CommandBuffer object
199 * @param[in] bufferCreateInfo The valid BufferCreateInfo structure
200 * @param[in] oldCommandBuffer The valid pointer to the old object or nullptr. The object will be reused or destroyed.
201 * @return pointer to the CommandBuffer object
203 virtual UniquePtr<CommandBuffer> CreateCommandBuffer(const CommandBufferCreateInfo& commandBufferCreateInfo, UniquePtr<CommandBuffer>&& oldCommandBuffer) = 0;
206 * @brief Creates new RenderPass object
208 * @param[in] renderPassCreateInfo The valid RenderPassCreateInfo structure
209 * @param[in] oldRenderPass The valid pointer to the old object or nullptr. The object will be reused or destroyed.
210 * @return pointer to the RenderPass object
212 virtual UniquePtr<RenderPass> CreateRenderPass(const RenderPassCreateInfo& renderPassCreateInfo, UniquePtr<RenderPass>&& oldRenderPass) = 0;
215 * @brief Creates new Texture object
217 * @param[in] textureCreateInfo The valid TextureCreateInfo structure
218 * @param[in] oldTexture The valid pointer to the old object or nullptr. The object will be reused or destroyed.
219 * @return pointer to the TextureCreateInfo object
221 virtual UniquePtr<Texture> CreateTexture(const TextureCreateInfo& textureCreateInfo, UniquePtr<Texture>&& oldTexture) = 0;
224 * @brief Creates new Framebuffer object
226 * @param[in] framebufferCreateInfo The valid FramebufferCreateInfo structure
227 * @param[in] oldFramebuffer The valid pointer to the old object or nullptr. The object will be reused or destroyed.
228 * @return pointer to the Framebuffer object
230 virtual UniquePtr<Framebuffer> CreateFramebuffer(const FramebufferCreateInfo& framebufferCreateInfo, UniquePtr<Framebuffer>&& oldFramebuffer) = 0;
233 * @brief Creates new Pipeline object
235 * @param[in] pipelineCreateInfo The valid PipelineCreateInfo structure
236 * @param[in] oldPipeline The valid pointer to the old object or nullptr. The object will be reused or destroyed.
237 * @return pointer to the Pipeline object
239 virtual UniquePtr<Pipeline> CreatePipeline(const PipelineCreateInfo& pipelineCreateInfo, UniquePtr<Pipeline>&& oldPipeline) = 0;
242 * @brief Creates new Program object
244 * @param[in] ProgramCreateInfo The valid ProgramCreateInfo structure
245 * @param[in] oldProgram The valid pointer to the old object or nullptr. The object will be reused or destroyed.
246 * @return pointer to the Program object
248 virtual UniquePtr<Program> CreateProgram(const ProgramCreateInfo& programCreateInfo, UniquePtr<Program>&& oldProgram) = 0;
251 * @brief Creates new Shader object
253 * @param[in] shaderCreateInfo The valid ShaderCreateInfo structure
254 * @param[in] oldShader The valid pointer to the old object or nullptr. The object will be reused or destroyed.
255 * @return pointer to the Shader object
257 virtual UniquePtr<Shader> CreateShader(const ShaderCreateInfo& shaderCreateInfo, UniquePtr<Shader>&& oldShader) = 0;
260 * @brief Creates new Sampler object
262 * @param[in] samplerCreateInfo The valid SamplerCreateInfo structure
263 * @param[in] oldSampler The valid pointer to the old object or nullptr. The object will be reused or destroyed.
264 * @return pointer to the Sampler object
266 virtual UniquePtr<Sampler> CreateSampler(const SamplerCreateInfo& samplerCreateInfo, UniquePtr<Sampler>&& oldSampler) = 0;
269 * @brief Creates new RenderTarget object
271 * @param[in] renderTargetCreateInfo The valid RenderTargetCreateInfo structure
272 * @param[in] oldRenderTarget The valid pointer to the old object or nullptr. The object will be reused or destroyed.
273 * @return pointer to the RenderTarget object
275 virtual UniquePtr<RenderTarget> CreateRenderTarget(const RenderTargetCreateInfo& renderTargetCreateInfo, UniquePtr<RenderTarget>&& oldRenderTarget) = 0;
278 * @brief Maps memory associated with Buffer object
280 * @param[in] mapInfo Filled details of mapped resource
281 * @return Returns pointer to Memory object or nullptr on error
283 virtual UniquePtr<Memory> MapBufferRange(const MapBufferInfo& mapInfo) = 0;
286 * @brief Maps memory associated with the texture.
288 * Only Texture objects that are backed with linear memory (staging memory) can be mapped.
290 * 1) GLES implementation may create PBO object as staging memory and couple it
291 * with the texture. Texture can be mapped and the memory can be read/write on demand.
293 * 2) Vulkan implementation may allocate DeviceMemory and use linear layout.
295 * @param[in] mapInfo Filled details of mapped resource
297 * @return Valid Memory object or nullptr on error
299 virtual UniquePtr<Memory> MapTextureRange(const MapTextureInfo& mapInfo) = 0;
302 * @brief Unmaps memory and discards Memory object
304 * This function automatically removes lock if Memory has been
307 * @param[in] memory Valid and previously mapped Memory object
309 virtual void UnmapMemory(UniquePtr<Memory> memory) = 0;
312 * @brief Returns memory requirements of the Texture object.
314 * Call this function whenever it's necessary to know how much memory
315 * is needed to store all the texture data and what memory alignment
316 * the data should follow.
318 * @return Returns memory requirements of Texture
320 virtual MemoryRequirements GetTextureMemoryRequirements(Texture& texture) const = 0;
323 * @brief Returns memory requirements of the Buffer object.
325 * Call this function whenever it's necessary to know how much memory
326 * is needed to store all the buffer data and what memory alignment
327 * the data should follow.
329 * @return Returns memory requirements of Buffer
331 virtual MemoryRequirements GetBufferMemoryRequirements(Buffer& buffer) const = 0;
334 * @brief Returns specification of the Texture object
336 * Function obtains specification of the Texture object. It may retrieve
337 * implementation dependent details like ie. whether the texture is
338 * emulated (for example, RGB emulated on RGBA), compressed etc.
340 * @return Returns the TextureProperties object
342 virtual const TextureProperties& GetTextureProperties(const Texture& texture) = 0;
345 * @brief Returns the reflection of the given program
347 * @param[in] program The program
348 * @return The reflection of the program
350 virtual const Reflection& GetProgramReflection(const Program& program) = 0;
353 * @brief Tests whether two Pipelines are the same.
355 * On the higher level, this function may help wit creating pipeline cache.
357 * @return true if pipeline objects match
359 virtual bool PipelineEquals(const Pipeline& pipeline0, const Pipeline& pipeline1) const = 0;
362 * @brief Retrieves program parameters
364 * This function can be used to retrieve data from internal implementation
366 * @param[in] program Valid program object
367 * @param[in] parameterId Integer parameter id
368 * @param[out] outData Pointer to output memory
369 * @return True on success
371 virtual bool GetProgramParameter(Graphics::Program& program, uint32_t parameterId, void* outData) = 0;
377 Controller() = default;
379 } // namespace Graphics