mirror of
https://github.com/MobileGL-Dev/MobileGL
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141 lines
9.7 KiB
C++
141 lines
9.7 KiB
C++
// MobileGL - MobileGL/MG_Backend/DirectVulkan/DirectVulkan.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include <Includes.h>
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#include <MG_Backend/BackendObject.h>
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#include "Renderer/VulkanRenderer.h"
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namespace MobileGL::MG_Backend::DirectVulkan {
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extern UniquePtr<VulkanRenderer>& pVulkanRenderer;
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// Generation of the live VulkanRenderer instance, mirroring DirectGLES's
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// g_syncContextGeneration. BackendObject_DirectVulkan bumps it wherever
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// pVulkanRenderer is reset or recreated; fence and timer-query handles
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// stamped with an older generation are stale and resolve as signaled /
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// available with zero results instead of dereferencing the destroyed
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// renderer's frame serials and query-pool slots.
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Uint64 GetRendererGeneration();
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void BumpRendererGeneration();
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// Drops every cached program-resource reflection entry (CPU-side strings/vectors
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// only, no Vulkan handles). Called at EGL teardown next to the renderer reset;
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// safe because GL calls are serialized in this codebase, and any still-live
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// program rebuilds its entry from the retained generated SPIR-V on demand.
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void ClearProgramResourceCaches();
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void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value);
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void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value);
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void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
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GLint drawbuffer, const GLfloat* value);
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void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
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GLint drawbuffer, const GLint* value);
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void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
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GLint drawbuffer, const GLuint* value);
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void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
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GLint drawbuffer, GLfloat depth, GLint stencil);
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void Clear(GLbitfield mask);
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void DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices);
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void DrawArrays(GLenum mode, GLint first, GLsizei count);
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void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLint basevertex);
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void MultiDrawArrays(GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount);
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void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
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GLsizei drawcount);
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void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
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GLsizei drawcount, const GLint* basevertex);
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void MultiDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount, GLsizei stride);
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void MultiDrawArraysIndirect(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride);
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void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect, GLintptr drawcount,
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GLsizei maxdrawcount, GLsizei stride);
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void MultiDrawArraysIndirectCount(GLenum mode, const void* indirect, GLintptr drawcount,
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GLsizei maxdrawcount, GLsizei stride);
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void DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
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const void* indices, GLint basevertex);
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void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices);
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void DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLint basevertex, GLuint baseinstance);
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void DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLint basevertex);
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void DrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLuint baseinstance);
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void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount);
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void DrawElementsIndirect(GLenum mode, GLenum type, const void* indirect);
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void DrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount,
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GLuint baseinstance);
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void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
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void DrawArraysIndirect(GLenum mode, const void* indirect);
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void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1,
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GLint dstY1, GLbitfield mask, GLenum filter);
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void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
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const SharedPtr<MG_State::GLState::FramebufferObject>& drawFramebuffer,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLsizei height, GLint border);
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void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
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GLsizei height);
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void CopyImageSubData(const CopyImageEndpoint& src,
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GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ,
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const CopyImageEndpoint& dst,
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GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
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GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
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void GenerateMipmap(GLenum target);
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void DispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
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void DispatchComputeIndirect(GLintptr indirect);
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void MemoryBarrier(GLbitfield barriers);
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void MemoryBarrierByRegion(GLbitfield barriers);
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void BindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access,
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GLenum format);
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void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
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void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
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void GetProgramiv(GLuint program, GLenum pname, GLint* params);
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void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding);
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void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
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void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
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void GetTextureImage(const SharedPtr<MG_State::GLState::ITextureObject>& texture, TextureUploadTarget uploadTarget,
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GLint level, GLenum format, GLenum type, GLsizei bufSize, GLvoid* pixels);
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// GL fence sync objects, mapped onto the renderer's frame-serial busy
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// tracking: a fence captures the frame serial current at creation and is
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// signaled once every command recorded under that serial has completed on
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// the GPU.
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BackendSyncHandle FenceSync();
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GLenum ClientWaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
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void WaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
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void DeleteSync(BackendSyncHandle sync);
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Bool GetSyncStatus(BackendSyncHandle sync);
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// GPU timer queries (GL_TIME_ELAPSED spans and GL_TIMESTAMP one-shots),
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// backed by per-frame VkQueryPool timestamp slots. All hooks degrade
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// gracefully: null handles when the renderer is absent, the device lacks
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// timestamp support, or the frame's pool is exhausted.
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// Dynamic support check (GLFunctionsTable::IsTimerQuerySupported): true
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// only while a live renderer exists whose device can actually time.
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Bool IsTimerQuerySupported();
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BackendQueryHandle BeginTimeElapsedQuery();
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BackendQueryHandle BeginXfbPrimitivesQuery(Bool generated);
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void EndXfbPrimitivesQuery(BackendQueryHandle query);
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BackendQueryHandle BeginOcclusionQuery();
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void EndOcclusionQuery(BackendQueryHandle query);
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void EndTimeElapsedQuery(BackendQueryHandle query);
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BackendQueryHandle QueryCounterTimestamp();
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Bool IsQueryResultAvailable(BackendQueryHandle query);
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// Returns true when a final value was produced (outNanoseconds set; the
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// frontend may cache it and release the handle), false when the result
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// cannot be obtained yet (e.g. a wait refused because the records' frame
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// serial is the current unsubmitted frame) - the handle then stays
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// readable later.
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Bool GetQueryResult64(BackendQueryHandle query, Bool wait, Uint64* outNanoseconds);
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void DeleteBackendQuery(BackendQueryHandle query);
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// Always 0: Vulkan cannot synchronously sample the GPU clock (timestamps
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// only exist as vkCmdWriteTimestamp results); the frontend falls back.
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Int64 GetGpuTimestampNs();
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void Present();
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} // namespace MobileGL::MG_Backend::DirectVulkan
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