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Juliet/Juliet/include/Graphics/Graphics.h

184 lines
9.1 KiB
C++

#pragma once
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/String.h>
#include <Core/HAL/Display/Display.h>
#include <Core/Math/Shape.h>
#include <Graphics/GraphicsBuffer.h>
#include <Graphics/GraphicsConfig.h>
#include <Graphics/GraphicsPipeline.h>
#include <Graphics/RenderPass.h>
#include <Graphics/Shader.h>
#include <Juliet.h>
#if JULIET_DEBUG
#define ALLOW_SHADER_HOT_RELOAD 1
#else
#define ALLOW_SHADER_HOT_RELOAD 0
#endif
// Graphics Interface
namespace Juliet
{
// Opaque types
struct CommandList;
struct GraphicsDevice;
struct Fence;
// Parameters of an indirect draw command
struct IndirectDrawCommand
{
uint32 VertexCount; // Number of vertices to draw
uint32 InstanceCount; // Number of instanced to draw
uint32 FirstVertex; // Index of the first vertex to draw
uint32 FirstInstance; // ID of the first instance to draw
};
// Parameters of an INDEXED indirect draw command
struct IndexedIndirectDrawCommand
{
uint32 VertexCount; // Number of vertices to draw
uint32 InstanceCount; // Number of instanced to draw
uint32 FirstIndex; // Base Index within the index buffer
int32 VertexOffset; // Offset the vertex index into the buffer
uint32 FirstInstance; // ID of the first instance to draw
};
// Parameters of an INDEXED Indirect Dispatch Command
struct IndirectDispatchCommand
{
uint32 X_WorkGroupCount; // Number of Workgroup to dispatch on dimension X
uint32 Y_WorkGroupCount; // Number of Workgroup to dispatch on dimension Y
uint32 Z_WorkGroupCount; // Number of Workgroup to dispatch on dimension Z
};
enum class QueueType : uint8
{
Graphics = 0,
Compute,
Copy,
Count
};
enum class IndexFormat : uint8
{
UInt16,
UInt32
};
enum struct SwapChainComposition : uint8
{
SDR,
SDR_LINEAR,
HDR_EXTENDED_LINEAR,
HDR10_ST2084
};
// PresentMode from highest to lowest latency
// Vsync prevents tearing. Enqueue ready images.
// Mailbox prevents tearing. When image is ready, replace any pending image
// Immediate replace current image as soon as possible. Can cause tearing
enum struct PresentMode : uint8
{
VSync,
Mailbox,
Immediate
};
struct GraphicsViewPort
{
float X;
float Y;
float Width;
float Height;
float MinDepth;
float MaxDepth;
};
extern JULIET_API GraphicsDevice* CreateGraphicsDevice(GraphicsConfig config);
extern JULIET_API void DestroyGraphicsDevice(NonNullPtr<GraphicsDevice> device);
// Attach To Window
extern JULIET_API bool AttachToWindow(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window);
extern JULIET_API void DetachFromWindow(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window);
// SwapChain
extern JULIET_API bool AcquireSwapChainTexture(NonNullPtr<CommandList> commandList, NonNullPtr<Window> window,
Texture** swapChainTexture);
extern JULIET_API bool WaitAndAcquireSwapChainTexture(NonNullPtr<CommandList> commandList,
NonNullPtr<Window> window, Texture** swapChainTexture);
extern JULIET_API bool WaitForSwapchain(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window);
extern JULIET_API TextureFormat GetSwapChainTextureFormat(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window);
// Textures
extern JULIET_API Texture* CreateTexture(NonNullPtr<GraphicsDevice> device, const TextureCreateInfo& createInfo);
extern JULIET_API void DestroyTexture(NonNullPtr<GraphicsDevice> device, NonNullPtr<Texture> texture);
// Command List
extern JULIET_API CommandList* AcquireCommandList(NonNullPtr<GraphicsDevice> device, QueueType queueType = QueueType::Graphics);
extern JULIET_API void SubmitCommandLists(NonNullPtr<CommandList> commandList);
// RenderPass
extern JULIET_API RenderPass* BeginRenderPass(NonNullPtr<CommandList> commandList, ColorTargetInfo& colorTargetInfo,
DepthStencilTargetInfo* depthStencilTargetInfo = nullptr);
extern JULIET_API RenderPass* BeginRenderPass(NonNullPtr<CommandList> commandList,
NonNullPtr<const ColorTargetInfo> colorTargetInfos, uint32 colorTargetInfoCount,
DepthStencilTargetInfo* depthStencilTargetInfo = nullptr);
extern JULIET_API void EndRenderPass(NonNullPtr<RenderPass> renderPass);
extern JULIET_API void SetGraphicsViewPort(NonNullPtr<RenderPass> renderPass, const GraphicsViewPort& viewPort);
extern JULIET_API void SetScissorRect(NonNullPtr<RenderPass> renderPass, const Rectangle& rectangle);
extern JULIET_API void SetBlendConstants(NonNullPtr<RenderPass> renderPass, FColor blendConstants);
extern JULIET_API void SetStencilReference(NonNullPtr<RenderPass> renderPass, uint8 reference);
extern JULIET_API void BindGraphicsPipeline(NonNullPtr<RenderPass> renderPass, NonNullPtr<GraphicsPipeline> graphicsPipeline);
extern JULIET_API void DrawPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numVertices, uint32 numInstances,
uint32 firstVertex, uint32 firstInstance);
extern JULIET_API void DrawIndexedPrimitives(NonNullPtr<RenderPass> renderPass, uint32 numIndices, uint32 numInstances,
uint32 firstIndex, uint32 vertexOffset, uint32 firstInstance);
extern JULIET_API void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer,
IndexFormat format, size_t indexCount, index_t offset);
extern JULIET_API void SetPushConstants(NonNullPtr<CommandList> commandList, ShaderStage stage,
uint32 rootParameterIndex, uint32 numConstants, const void* constants);
// Fences
extern JULIET_API bool WaitUntilGPUIsIdle(NonNullPtr<GraphicsDevice> device);
// Shaders
extern JULIET_API Shader* CreateShader(NonNullPtr<GraphicsDevice> device, String filename, ShaderCreateInfo& shaderCreateInfo);
extern JULIET_API void DestroyShader(NonNullPtr<GraphicsDevice> device, NonNullPtr<Shader> shader);
// Pipelines
extern JULIET_API GraphicsPipeline* CreateGraphicsPipeline(NonNullPtr<GraphicsDevice> device,
const GraphicsPipelineCreateInfo& createInfo);
extern JULIET_API void DestroyGraphicsPipeline(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline);
#if ALLOW_SHADER_HOT_RELOAD
// Allows updating the graphics pipeline shaders. Can update either one or both shaders.
extern JULIET_API bool UpdateGraphicsPipelineShaders(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsPipeline> graphicsPipeline,
Shader* optional_vertexShader, Shader* optional_fragmentShader);
#endif
// Buffers
extern JULIET_API GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GraphicsDevice> device, const BufferCreateInfo& createInfo);
extern JULIET_API GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device,
const TransferBufferCreateInfo& createInfo);
extern JULIET_API void* MapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API void UnmapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API void* MapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
extern JULIET_API void UnmapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
extern JULIET_API void CopyBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> dst,
NonNullPtr<GraphicsTransferBuffer> src, size_t size, size_t dstOffset = 0,
size_t srcOffset = 0);
extern JULIET_API void CopyBufferToTexture(NonNullPtr<CommandList> commandList, NonNullPtr<Texture> dst,
NonNullPtr<GraphicsTransferBuffer> src);
extern JULIET_API void TransitionBufferToReadable(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API uint32 GetDescriptorIndex(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API uint32 GetDescriptorIndex(NonNullPtr<GraphicsDevice> device, NonNullPtr<Texture> texture);
extern JULIET_API void DestroyGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API void DestroyGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
} // namespace Juliet