2016-02-23 17:11:58 -10:00

69 lines
2.7 KiB
C++

#ifndef GDEV_GL_HPP
#define GDEV_GL_HPP
#include "IGraphicsDataFactory.hpp"
#include "IGraphicsCommandQueue.hpp"
#include "boo/IGraphicsContext.hpp"
#include "GLSLMacros.hpp"
#include <vector>
#include <unordered_set>
#include <mutex>
namespace boo
{
class GLDataFactory : public IGraphicsDataFactory
{
friend struct GLCommandQueue;
IGraphicsContext* m_parent;
uint32_t m_drawSamples;
static ThreadLocalPtr<struct GLData> m_deferredData;
std::unordered_set<struct GLData*> m_committedData;
std::mutex m_committedMutex;
std::vector<int> m_texUnis;
void destroyData(IGraphicsData*);
void destroyAllData();
public:
GLDataFactory(IGraphicsContext* parent, uint32_t drawSamples);
~GLDataFactory() {destroyAllData();}
Platform platform() const {return Platform::OGL;}
const SystemChar* platformName() const {return _S("OGL");}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz);
GraphicsDataToken
newStaticTextureNoContext(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz, ITextureS*& texOut);
ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
const void* data, size_t sz);
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
ITextureR* newRenderTexture(size_t width, size_t height);
bool bindingNeedsVertexFormat() const {return true;}
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
size_t texCount, const char* texArrayName,
size_t uniformBlockCount, const char** uniformBlockNames,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling);
IShaderDataBinding*
newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* instVbo, IGraphicsBuffer* ibo,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs);
void reset();
GraphicsDataToken commit();
};
}
#endif // GDEV_GL_HPP