#ifndef ENGINE_CLIENT_BACKEND_SDL_H #define ENGINE_CLIENT_BACKEND_SDL_H #include "SDL.h" #include #include "graphics_defines.h" #include "blocklist_driver.h" #include "graphics_threaded.h" #include #include #if defined(CONF_PLATFORM_MACOS) #include class CAutoreleasePool { private: id m_Pool; public: CAutoreleasePool() { Class NSAutoreleasePoolClass = (Class)objc_getClass("NSAutoreleasePool"); m_Pool = class_createInstance(NSAutoreleasePoolClass, 0); SEL selector = sel_registerName("init"); ((id(*)(id, SEL))objc_msgSend)(m_Pool, selector); } ~CAutoreleasePool() { SEL selector = sel_registerName("drain"); ((id(*)(id, SEL))objc_msgSend)(m_Pool, selector); } }; #endif // basic threaded backend, abstract, missing init and shutdown functions class CGraphicsBackend_Threaded : public IGraphicsBackend { public: // constructed on the main thread, the rest of the functions is run on the render thread class ICommandProcessor { public: virtual ~ICommandProcessor() {} virtual void RunBuffer(CCommandBuffer *pBuffer) = 0; }; CGraphicsBackend_Threaded(); virtual void RunBuffer(CCommandBuffer *pBuffer); virtual bool IsIdle() const; virtual void WaitForIdle(); protected: void StartProcessor(ICommandProcessor *pProcessor); void StopProcessor(); private: ICommandProcessor *m_pProcessor; CCommandBuffer *volatile m_pBuffer; volatile bool m_Shutdown; CSemaphore m_Activity; CSemaphore m_BufferDone; void *m_pThread; static void ThreadFunc(void *pUser); }; // takes care of implementation independent operations class CCommandProcessorFragment_General { void Cmd_Nop(); void Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand); public: bool RunCommand(const CCommandBuffer::SCommand *pBaseCommand); }; enum EBackendType { BACKEND_TYPE_OPENGL = 0, BACKEND_TYPE_OPENGL_ES, }; struct SBackendCapabilites { bool m_TileBuffering; bool m_QuadBuffering; bool m_TextBuffering; bool m_QuadContainerBuffering; bool m_MipMapping; bool m_NPOTTextures; bool m_3DTextures; bool m_2DArrayTextures; bool m_2DArrayTexturesAsExtension; bool m_ShaderSupport; int m_ContextMajor; int m_ContextMinor; int m_ContextPatch; }; // takes care of sdl related commands class CCommandProcessorFragment_SDL { // SDL stuff SDL_Window *m_pWindow; SDL_GLContext m_GLContext; public: enum { CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_SDL, CMD_SHUTDOWN, }; struct SCommand_Init : public CCommandBuffer::SCommand { SCommand_Init() : SCommand(CMD_INIT) {} SDL_Window *m_pWindow; SDL_GLContext m_GLContext; }; struct SCommand_Shutdown : public CCommandBuffer::SCommand { SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {} }; private: void Cmd_Init(const SCommand_Init *pCommand); void Cmd_Shutdown(const SCommand_Shutdown *pCommand); void Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand); void Cmd_VSync(const CCommandBuffer::SCommand_VSync *pCommand); void Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand); public: CCommandProcessorFragment_SDL(); bool RunCommand(const CCommandBuffer::SCommand *pBaseCommand); }; class CCommandProcessorFragment_OpenGLBase { public: virtual ~CCommandProcessorFragment_OpenGLBase() = default; virtual bool RunCommand(const CCommandBuffer::SCommand *pBaseCommand) = 0; enum { CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_OPENGL, CMD_SHUTDOWN = CMD_INIT + 1, }; struct SCommand_Init : public CCommandBuffer::SCommand { SCommand_Init() : SCommand(CMD_INIT) {} class IStorage *m_pStorage; std::atomic *m_pTextureMemoryUsage; SBackendCapabilites *m_pCapabilities; int *m_pInitError; const char **m_pErrStringPtr; char *m_pVendorString; char *m_pVersionString; char *m_pRendererString; int m_RequestedMajor; int m_RequestedMinor; int m_RequestedPatch; EBackendType m_RequestedBackend; int m_GlewMajor; int m_GlewMinor; int m_GlewPatch; }; struct SCommand_Shutdown : public CCommandBuffer::SCommand { SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {} }; }; // command processor impelementation, uses the fragments to combine into one processor class CCommandProcessor_SDL_OpenGL : public CGraphicsBackend_Threaded::ICommandProcessor { CCommandProcessorFragment_OpenGLBase *m_pOpenGL; CCommandProcessorFragment_SDL m_SDL; CCommandProcessorFragment_General m_General; EBackendType m_BackendType; public: CCommandProcessor_SDL_OpenGL(EBackendType BackendType, int OpenGLMajor, int OpenGLMinor, int OpenGLPatch); virtual ~CCommandProcessor_SDL_OpenGL(); virtual void RunBuffer(CCommandBuffer *pBuffer); }; static constexpr size_t gs_GPUInfoStringSize = 256; // graphics backend implemented with SDL and OpenGL class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded { SDL_Window *m_pWindow; SDL_GLContext m_GLContext; ICommandProcessor *m_pProcessor; std::atomic m_TextureMemoryUsage; int m_NumScreens; SBackendCapabilites m_Capabilites; char m_aVendorString[gs_GPUInfoStringSize] = {}; char m_aVersionString[gs_GPUInfoStringSize] = {}; char m_aRendererString[gs_GPUInfoStringSize] = {}; bool m_UseNewOpenGL; char m_aErrorString[256]; static EBackendType DetectBackend(); static void ClampDriverVersion(EBackendType BackendType); public: virtual int Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight, int *pCurrentWidth, int *pCurrentHeight, class IStorage *pStorage); virtual int Shutdown(); virtual int MemoryUsage() const; virtual int GetNumScreens() const { return m_NumScreens; } virtual void Minimize(); virtual void Maximize(); virtual void SetWindowParams(int FullscreenMode, bool IsBorderless); virtual bool SetWindowScreen(int Index); virtual int GetWindowScreen(); virtual int WindowActive(); virtual int WindowOpen(); virtual void SetWindowGrab(bool Grab); virtual void ResizeWindow(int w, int h); virtual void GetViewportSize(int &w, int &h); virtual void NotifyWindow(); virtual bool IsNewOpenGL() { return m_UseNewOpenGL; } virtual bool HasTileBuffering() { return m_Capabilites.m_TileBuffering; } virtual bool HasQuadBuffering() { return m_Capabilites.m_QuadBuffering; } virtual bool HasTextBuffering() { return m_Capabilites.m_TextBuffering; } virtual bool HasQuadContainerBuffering() { return m_Capabilites.m_QuadContainerBuffering; } virtual bool Has2DTextureArrays() { return m_Capabilites.m_2DArrayTextures; } virtual const char *GetErrorString() { if(m_aErrorString[0] != '\0') return m_aErrorString; return NULL; } virtual const char *GetVendorString() { return m_aVendorString; } virtual const char *GetVersionString() { return m_aVersionString; } virtual const char *GetRendererString() { return m_aRendererString; } static bool IsModernAPI(EBackendType BackendType); }; #endif // ENGINE_CLIENT_BACKEND_SDL_H