/usr/include/Nux-4.0/NuxGraphics/GpuDevice.h is in libnux-4.0-dev 4.0.8+17.10.20170922-0ubuntu1.
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* Copyright 2010 Inalogic® Inc.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License, as
* published by the Free Software Foundation; either version 2.1 or 3.0
* of the License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranties of
* MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the applicable version of the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of both the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>
*
* Authored by: Jay Taoko <jaytaoko@inalogic.com>
*
*/
#ifndef GLDEVICEFACTORY_H
#define GLDEVICEFACTORY_H
#include "GLResource.h"
#include "GLDeviceFrameBufferObject.h"
#include "GLDeviceObjects.h"
#include "GLTextureStates.h"
#include "GLTemplatePrimitiveBuffer.h"
namespace nux
{
class GpuRenderStates;
//! Brand of GPUs.
typedef enum
{
GPU_VENDOR_UNKNOWN = 0,
GPU_BRAND_AMD,
GPU_BRAND_NVIDIA,
GPU_BRAND_INTEL,
} GpuBrand;
template<typename T> class ObjectPtr;
struct STREAMSOURCE
{
WORD Stream;
ObjectPtr<IOpenGLVertexBuffer> VertexBuffer;
unsigned short StreamOffset;
unsigned short StreamStride;
STREAMSOURCE()
{
Stream = 0;
//VertexBuffer = 0;
StreamOffset = 0;
StreamStride = 0;
}
void ResetStreamSource()
{
Stream = 0;
StreamOffset = 0;
VertexBuffer = ObjectPtr<IOpenGLVertexBuffer> (0);
StreamStride = 0;
}
};
// GPU Graphics information.
class GpuInfo
{
public:
GpuInfo();
bool SupportOpenGL11() const {return _support_opengl_version_11;}
bool SupportOpenGL12() const {return _support_opengl_version_12;}
bool SupportOpenGL13() const {return _support_opengl_version_13;}
bool SupportOpenGL14() const {return _support_opengl_version_14;}
bool SupportOpenGL15() const {return _support_opengl_version_15;}
bool SupportOpenGL20() const {return _support_opengl_version_20;}
bool SupportOpenGL21() const {return _support_opengl_version_21;}
bool SupportOpenGL30() const {return _support_opengl_version_30;}
bool SupportOpenGL31() const {return _support_opengl_version_31;}
bool SupportOpenGL32() const {return _support_opengl_version_32;}
bool SupportOpenGL33() const {return _support_opengl_version_33;}
bool SupportOpenGL40() const {return _support_opengl_version_40;}
bool SupportOpenGL41() const {return _support_opengl_version_41;}
bool Support_EXT_Swap_Control() const {return _support_ext_swap_control;}
bool Support_ARB_Texture_Rectangle() const {return _support_arb_texture_rectangle;}
bool Support_ARB_Vertex_Program() const {return _support_arb_vertex_program;}
bool Support_ARB_Fragment_Program() const {return _support_arb_fragment_program;}
bool Support_ARB_Shader_Objects() const {return _support_arb_shader_objects;}
bool Support_ARB_Vertex_Shader() const {return _support_arb_vertex_shader;}
bool Support_ARB_Fragment_Shader() const {return _support_arb_fragment_shader;}
bool Support_ARB_Vertex_Buffer_Object() const {return _support_arb_vertex_buffer_object;}
bool Support_ARB_Texture_Non_Power_Of_Two() const {return _support_arb_texture_non_power_of_two;}
bool Support_EXT_Framebuffer_Object() const {return _support_ext_framebuffer_object;}
bool Support_EXT_Draw_Range_Elements() const {return _support_ext_draw_range_elements;}
bool Support_EXT_Stencil_Two_Side() const {return _support_ext_stencil_two_side;}
bool Support_EXT_Texture_Rectangle() const {return _support_ext_texture_rectangle;}
bool Support_NV_Texture_Rectangle() const {return _support_nv_texture_rectangle;}
bool Support_ARB_Pixel_Buffer_Object() const {return _support_arb_pixel_buffer_object;}
bool Support_EXT_Blend_Equation_Separate() const {return _support_ext_blend_equation_separate;}
bool Support_Depth_Buffer() const {return _support_depth_buffer;}
#ifndef NUX_OPENGLES_20
bool Support_EXT_Texture_sRGB() const {return _support_ext_texture_srgb;}
bool Support_EXT_Texture_Decode() const {return _support_ext_texture_srgb_decode;}
bool Support_EXT_Framebuffer_sRGB() const {return _support_ext_framebuffer_srgb;}
bool Support_ARB_Framebuffer_sRGB() const {return _support_arb_framebuffer_srgb;}
#endif
int GetMaxFboAttachment() const {return _opengl_max_fb_attachment;}
int GetMaxTextureSize() const {return _opengl_max_texture_size;}
private:
void Setup();
bool _support_opengl_version_11;
bool _support_opengl_version_12;
bool _support_opengl_version_13;
bool _support_opengl_version_14;
bool _support_opengl_version_15;
bool _support_opengl_version_20;
bool _support_opengl_version_21;
bool _support_opengl_version_30;
bool _support_opengl_version_31;
bool _support_opengl_version_32;
bool _support_opengl_version_33;
bool _support_opengl_version_40;
bool _support_opengl_version_41;
int _opengl_max_texture_size;
int _opengl_max_texture_units;
int _opengl_max_texture_coords;
int _opengl_max_texture_image_units;
int _opengl_max_fb_attachment;
int _opengl_max_vertex_attributes;
bool _support_ext_swap_control;
bool _support_arb_vertex_program;
bool _support_arb_fragment_program;
bool _support_arb_shader_objects;
bool _support_arb_vertex_shader;
bool _support_arb_fragment_shader;
bool _support_arb_vertex_buffer_object;
bool _support_arb_texture_non_power_of_two;
bool _support_ext_framebuffer_object;
bool _support_ext_draw_range_elements;
bool _support_ext_stencil_two_side;
bool _support_ext_texture_rectangle;
bool _support_arb_texture_rectangle; //!< Promoted from GL_EXT_TEXTURE_RECTANGLE to ARB.
bool _support_nv_texture_rectangle;
bool _support_arb_pixel_buffer_object;
bool _support_ext_blend_equation_separate;
bool _support_depth_buffer;
#ifndef NUX_OPENGLES_20
bool _support_ext_texture_srgb;
bool _support_ext_texture_srgb_decode;
bool _support_ext_framebuffer_srgb;
bool _support_arb_framebuffer_srgb;
#endif
friend class GpuDevice;
};
//! The interface to the GPU.
/*!
This is the object that serves as the interface between the program and the GPU device.
The GpuDevice creates the opengl primitives used for rendering.
*/
class GpuDevice
{
private:
static STREAMSOURCE _StreamSource[MAX_NUM_STREAM];
public:
ObjectPtr<IOpenGLTexture2D> CreateTexture(
int Width,
int Height,
int Levels,
BitmapFormat PixelFormat, NUX_FILE_LINE_PROTO);
ObjectPtr<IOpenGLTexture2D> CreateTexture2DFromID(int id,
int Width,
int Height,
int Levels,
BitmapFormat PixelFormat, NUX_FILE_LINE_PROTO);
ObjectPtr<IOpenGLRectangleTexture> CreateRectangleTexture(
int Width
, int Height
, int Levels
, BitmapFormat PixelFormat, NUX_FILE_LINE_PROTO);
ObjectPtr<IOpenGLCubeTexture> CreateCubeTexture(
int EdgeLength
, int Levels
, BitmapFormat PixelFormat, NUX_FILE_LINE_PROTO);
ObjectPtr<IOpenGLVolumeTexture> CreateVolumeTexture(
int Width
, int Height
, int Depth
, int Levels
, BitmapFormat PixelFormat, NUX_FILE_LINE_PROTO);
ObjectPtr<IOpenGLAnimatedTexture> CreateAnimatedTexture(
int Width
, int Height
, int Depth
, BitmapFormat PixelFormat);
ObjectPtr<IOpenGLVertexBuffer> CreateVertexBuffer(
int Length
, VBO_USAGE Usage);
ObjectPtr<IOpenGLIndexBuffer> CreateIndexBuffer(
int Length
, VBO_USAGE Usage // Dynamic or WriteOnly
, INDEX_FORMAT Format);
ObjectPtr<IOpenGLPixelBufferObject> CreatePixelBufferObject(int Size, VBO_USAGE Usage);
ObjectPtr<IOpenGLQuery> CreateQuery(
QUERY_TYPE Type);
ObjectPtr<IOpenGLVertexDeclaration> CreateVertexDeclaration(
const VERTEXELEMENT *pVertexElements);
//! Create an return an ObjectPtr that encapsulates OpenGL framebuffer object.
/*!
Create an return an ObjectPtr that encapsulates OpenGL framebuffer object.
This function has side effects. It will change the framebuffer object that
is set in the GPU.
*/
ObjectPtr<IOpenGLFrameBufferObject> CreateFrameBufferObject();
ObjectPtr<IOpenGLShaderProgram> CreateShaderProgram();
ObjectPtr<IOpenGLVertexShader> CreateVertexShader();
ObjectPtr<IOpenGLPixelShader> CreatePixelShader();
#ifndef NUX_OPENGLES_20
ObjectPtr<IOpenGLAsmShaderProgram> CreateAsmShaderProgram();
ObjectPtr<IOpenGLAsmVertexShader> CreateAsmVertexShader();
ObjectPtr<IOpenGLAsmPixelShader> CreateAsmPixelShader();
#endif
#if (NUX_ENABLE_CG_SHADERS)
ObjectPtr<ICgVertexShader> CreateCGVertexShader();
ObjectPtr<ICgPixelShader> CreateCGPixelShader();
#endif
// This is for the fixed pipeline
// When using shaders see how a shader sampler parameter links to a texture with a call to setTexture.
int SetTexture(unsigned int TextureUnit, IOpenGLBaseTexture *texture);
int DrawIndexedPrimitive(
ObjectPtr<IOpenGLIndexBuffer> IndexBuffer,
ObjectPtr<IOpenGLVertexDeclaration> VertexDeclaration,
PRIMITIVE_TYPE PrimitiveType,
int PrimitiveCount
);
// Draw Primitive without index buffer
int DrawPrimitive(
ObjectPtr<IOpenGLVertexDeclaration> VertexDeclaration,
PRIMITIVE_TYPE pt_,
unsigned vtx_start_,
unsigned num_prims_);
// Draw Primitive without index buffer, and use a user pointer for the source of the stream.
int DrawPrimitiveUP(
ObjectPtr<IOpenGLVertexDeclaration> VertexDeclaration,
PRIMITIVE_TYPE PrimitiveType,
unsigned int PrimitiveCount,
const void *pVertexStreamZeroData,
unsigned int VertexStreamZeroStride
);
int SetStreamSource(
unsigned int StreamNumber,
ObjectPtr<IOpenGLVertexBuffer> pStreamData,
unsigned int OffsetInBytes,
unsigned int Stride);
//! Setup a NULL vertex buffer
void InvalidateVertexBuffer();
//! Setup a NULL index buffer
void InvalidateIndexBuffer();
//! Setup a NULL texture
void InvalidateTextureUnit(int TextureUnitIndex);
int AllocateUnpackPixelBufferIndex(int *index);
int FreeUnpackPixelBufferIndex(const int index);
int BindUnpackPixelBufferIndex(const int index);
int BindPackPixelBufferIndex(const int index);
void *LockUnpackPixelBufferIndex(const int index, const int Size);
void *LockPackPixelBufferIndex(const int index, const int Size);
void UnlockUnpackPixelBufferIndex(const int index);
void UnlockPackPixelBufferIndex(const int index);
// All these operations are done on the default frame buffer object: _FrameBufferObject.
int FormatFrameBufferObject(unsigned int Width, unsigned int Height, BitmapFormat PixelFormat);
int SetColorRenderTargetSurface(unsigned int ColorAttachmentIndex, ObjectPtr<IOpenGLSurface> pRenderTargetSurface);
int SetDepthRenderTargetSurface(ObjectPtr<IOpenGLSurface> pDepthSurface);
ObjectPtr<IOpenGLSurface> GetColorRenderTargetSurface(unsigned int ColorAttachmentIndex);
ObjectPtr<IOpenGLSurface> GetDepthRenderTargetSurface();
// Activate and Deactivate the default framebuffer: _FrameBufferObject.
void ActivateFrameBuffer();
//! Restore the backbuffer as the render target.
void DeactivateFrameBuffer();
unsigned int GetPixelStoreAlignment() const;
public:
void SetCurrentFrameBufferObject(ObjectPtr<IOpenGLFrameBufferObject> fbo);
ObjectPtr<IOpenGLFrameBufferObject> GetFrameBufferObject() const;
ObjectPtr<IOpenGLFrameBufferObject> GetCurrentFrameBufferObject();
ObjectPtr<IOpenGLBaseTexture> ActiveFboTextureAttachment(int color_attachment_index);
ObjectPtr<IOpenGLBaseTexture> ActiveFboDepthTextureAttachment();
int GetOpenGLMajorVersion() const;
int GetOpenGLMinorVersion() const;
private:
// Default FrameBufferobject
ObjectPtr<IOpenGLFrameBufferObject> _FrameBufferObject;
ObjectPtr<IOpenGLFrameBufferObject> active_framebuffer_object_;
struct PixelBufferObject
{
ObjectPtr<IOpenGLPixelBufferObject> PBO;
bool IsReserved;
};
public:
#if (NUX_ENABLE_CG_SHADERS)
CGcontext GetCgContext()
{
return m_Cgcontext;
}
CGcontext m_Cgcontext;
#endif
bool UsePixelBufferObjects() const;
GpuBrand GetGPUBrand() const;
GpuRenderStates& GetRenderStates();
const GpuInfo& GetGpuInfo() const;
void ResetRenderStates();
void VerifyRenderStates();
//! Create a texture that the system supports. Rectangle texture or 2D texture.
/*!
@Width Texture width.
@Height Texture height.
@Levels Texture number of mipmaps. If 0, all the mipmaps levels are created
@PixelFormat Texture format.
@return A device texture. Depending on the system capabilities returns a ObjectPtr<IOpenGLTexture2D> or ObjectPtr<IOpenGLRectangleTexture>.
*/
ObjectPtr<IOpenGLBaseTexture> CreateSystemCapableDeviceTexture(
int Width
, int Height
, int Levels
, BitmapFormat PixelFormat, NUX_FILE_LINE_PROTO);
//! Created a cached texture
/*!
@return A cached texture. Depending on the system capabilities, returns a Texture2D or TextureRectangle.
*/
BaseTexture* CreateSystemCapableTexture(NUX_FILE_LINE_PROTO);
bool SUPPORT_GL_ARB_TEXTURE_NON_POWER_OF_TWO() const
{
return gpu_info_->Support_ARB_Texture_Non_Power_Of_Two();
}
bool SUPPORT_GL_EXT_TEXTURE_RECTANGLE() const
{
return gpu_info_->Support_EXT_Texture_Rectangle();
}
bool SUPPORT_GL_ARB_TEXTURE_RECTANGLE() const
{
return gpu_info_->Support_ARB_Texture_Rectangle();
}
private:
//
int _glsl_version_major; //!< GLSL major version.
int _glsl_version_minor; //!< GLSL major version.
int opengl_major_; //!< OpenGL major version.
int opengl_minor_; //!< OpenGL minor version.
std::string _board_vendor_string; //!< GPU vendor sting.
std::string _board_renderer_string; //!< GPU renderer sting.
std::string _openGL_version_string; //!< OpenGL version string.
GpuBrand gpu_brand_; //!< GPU brand.
bool use_pixel_buffer_object_;
unsigned int pixel_store_alignment_;
std::vector<PixelBufferObject> _PixelBufferArray;
bool OGL_EXT_SWAP_CONTROL;
bool GL_ARB_VERTEX_PROGRAM;
bool GL_ARB_FRAGMENT_PROGRAM;
bool GL_ARB_SHADER_OBJECTS;
bool GL_ARB_VERTEX_SHADER;
bool GL_ARB_FRAGMENT_SHADER;
bool GL_ARB_VERTEX_BUFFER_OBJECT;
bool GL_ARB_TEXTURE_NON_POWER_OF_TWO;
bool GL_EXT_FRAMEBUFFER_OBJECT;
bool GL_EXT_DRAW_RANGE_ELEMENTS;
bool GL_EXT_STENCIL_TWO_SIDE;
bool GL_EXT_TEXTURE_RECTANGLE;
bool GL_ARB_TEXTURE_RECTANGLE; //!< Promoted from GL_EXT_TEXTURE_RECTANGLE to ARB.
bool GL_NV_TEXTURE_RECTANGLE;
GpuRenderStates* gpu_render_states_;
GpuInfo* gpu_info_;
public:
ObjectPtr<IOpenGLTexture2D> backup_texture0_;
#if defined(NUX_OS_WINDOWS)
GpuDevice(unsigned int DeviceWidth, unsigned int DeviceHeight, BitmapFormat DeviceFormat,
HDC device_context,
HGLRC &opengl_rendering_context,
int req_opengl_major = 1, // requested opengl major version.
int req_opengl_minor = 0, // requested opengl minor version.
bool opengl_es_20 = false);
#elif defined(USE_X11)
#ifdef NUX_OPENGLES_20
GpuDevice(unsigned int DeviceWidth, unsigned int DeviceHeight,
BitmapFormat DeviceFormat,
Display *display,
Window window,
bool has_new_glx_support,
EGLConfig fb_config,
EGLContext &opengl_rendering_context,
int req_opengl_major = 2,
int req_opengl_minor = 0,
bool opengl_es_20 = true);
#else
GpuDevice(unsigned int DeviceWidth, unsigned int DeviceHeight,
BitmapFormat DeviceFormat,
Display *display,
Window window,
bool has_new_glx_support,
GLXFBConfig fb_config,
GLXContext &opengl_rendering_context,
int req_opengl_major = 1, // requested opengl major version.
int req_opengl_minor = 0, // requested opengl minor version.
bool opengl_es_20 = false);
#endif
#elif defined(NO_X11)
GpuDevice(unsigned int DeviceWidth, unsigned int DeviceHeight, BitmapFormat DeviceFormat,
EGLDisplay display,
EGLConfig fb_config,
EGLContext &opengl_rendering_context,
int req_opengl_major,
int req_opengl_minor);
#endif
~GpuDevice();
friend class IOpenGLSurface;
friend class GraphicsEngine;
};
}
#endif // GLDEVICEFACTORY_H
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