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fyrox_graphics/
server.rs

1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
2//
3// Permission is hereby granted, free of charge, to any person obtaining a copy
4// of this software and associated documentation files (the "Software"), to deal
5// in the Software without restriction, including without limitation the rights
6// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7// copies of the Software, and to permit persons to whom the Software is
8// furnished to do so, subject to the following conditions:
9//
10// The above copyright notice and this permission notice shall be included in all
11// copies or substantial portions of the Software.
12//
13// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
19// SOFTWARE.
20
21#![warn(missing_docs)]
22
23//! Graphics server is an abstraction layer over various graphics APIs used on different platforms
24//! supported by the engine.
25
26use crate::{
27    buffer::{GpuBuffer, GpuBufferDescriptor},
28    error::FrameworkError,
29    framebuffer::{Attachment, GpuFrameBuffer},
30    geometry_buffer::{GpuGeometryBuffer, GpuGeometryBufferDescriptor},
31    gpu_program::{GpuProgram, GpuShader, ShaderKind, ShaderResourceDefinition},
32    gpu_texture::{GpuTexture, GpuTextureDescriptor, GpuTextureKind, PixelKind},
33    query::GpuQuery,
34    read_buffer::GpuAsyncReadBuffer,
35    sampler::{GpuSampler, GpuSamplerDescriptor},
36    stats::PipelineStatistics,
37    PolygonFace, PolygonFillMode,
38};
39use fyrox_core::define_as_any_trait;
40use std::fmt::{Display, Formatter};
41use std::rc::{Rc, Weak};
42
43/// Graphics server capabilities.
44#[derive(Debug)]
45pub struct ServerCapabilities {
46    /// The maximum size in basic machine units of a uniform block, which must be at least 16384.
47    pub max_uniform_block_size: usize,
48    /// The minimum required alignment for uniform buffer sizes and offset. The initial value is 1.
49    pub uniform_buffer_offset_alignment: usize,
50    /// The maximum, absolute value of the texture level-of-detail bias. The value must be at least
51    /// 2.0.
52    pub max_lod_bias: f32,
53}
54
55/// Contains information about used memory per each category of GPU resource. This is not precise
56/// data; it only calculates total requested memory by the user of a graphics server and does not
57/// include additional memory overhead in the video driver. Yet this information could still be
58/// useful.
59#[derive(Default, Debug, Clone)]
60pub struct ServerMemoryUsage {
61    /// Total number of bytes used by all textures (including render targets).
62    pub textures: usize,
63    /// Total number of bytes used by all buffers (vertex, index, uniform, etc.)
64    pub buffers: usize,
65}
66
67impl Display for ServerMemoryUsage {
68    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
69        const MEGABYTE: f32 = 1024.0 * 1024.0;
70        write!(
71            f,
72            "Textures: {:.3} Mb\nBuffers: {:.3} Mb",
73            self.textures as f32 / MEGABYTE,
74            self.buffers as f32 / MEGABYTE
75        )
76    }
77}
78
79/// A shared reference to a graphics server.
80pub type SharedGraphicsServer = Rc<dyn GraphicsServer>;
81
82define_as_any_trait!(GraphicsServerAsAny => GraphicsServer);
83
84/// A named debug scope RAII object that automatically exits the scope on drop.
85pub struct RenderingScope {
86    server: Weak<dyn GraphicsServer>,
87}
88
89impl Drop for RenderingScope {
90    fn drop(&mut self) {
91        if let Some(server) = self.server.upgrade() {
92            server.pop_debug_group();
93        }
94    }
95}
96
97/// Graphics server is an abstraction layer over various graphics APIs used on different platforms
98/// supported by the engine. Such abstraction layer tries to provide more or less high-level and
99/// unified interface, that can be used to build graphics pipelines quickly and more or less efficiently.
100///
101/// Low-level GAPI-specific optimizations could be performed using direct access to the underlying API,
102/// by downcasting to a specific type.
103pub trait GraphicsServer: GraphicsServerAsAny {
104    /// Creates a GPU buffer with the given size and kind. Usage is a hint to the video driver
105    /// that allows to perform some potential performance optimizations.
106    fn create_buffer(&self, desc: GpuBufferDescriptor) -> Result<GpuBuffer, FrameworkError>;
107
108    /// Creates a new GPU texture using the given descriptor.
109    fn create_texture(&self, desc: GpuTextureDescriptor) -> Result<GpuTexture, FrameworkError>;
110
111    /// Creates a new GPU sampler that can be used to sample texels from a texture.
112    fn create_sampler(&self, desc: GpuSamplerDescriptor) -> Result<GpuSampler, FrameworkError>;
113
114    /// Creates a new frame buffer using the given depth and color attachments. Depth attachment
115    /// not exist, but there must be at least one color attachment of a format that supports rendering.
116    fn create_frame_buffer(
117        &self,
118        depth_attachment: Option<Attachment>,
119        color_attachments: Vec<Attachment>,
120    ) -> Result<GpuFrameBuffer, FrameworkError>;
121
122    /// Creates a frame buffer that "connected" to the final image that will be displayed to the
123    /// screen.
124    fn back_buffer(&self) -> GpuFrameBuffer;
125
126    /// Creates a new GPU query, that can perform asynchronous data fetching from GPU. Usually it
127    /// is used to create occlusion queries.
128    fn create_query(&self) -> Result<GpuQuery, FrameworkError>;
129
130    /// Creates a new named GPU shader. The name could be used for debugging purposes. The
131    /// implementation of graphics server will generate proper resource bindings in the shader code
132    /// for you.
133    fn create_shader(
134        &self,
135        name: String,
136        kind: ShaderKind,
137        source: String,
138        resources: &[ShaderResourceDefinition],
139        line_offset: isize,
140    ) -> Result<GpuShader, FrameworkError>;
141
142    /// Creates a new named GPU program using source code of both vertex and fragment shaders. The
143    /// name could be used for debugging purposes. The implementation of graphics server will generate
144    /// proper resource bindings in the shader code for you.
145    fn create_program(
146        &self,
147        name: &str,
148        vertex_source: String,
149        vertex_source_line_offset: isize,
150        fragment_source: String,
151        fragment_source_line_offset: isize,
152        resources: &[ShaderResourceDefinition],
153    ) -> Result<GpuProgram, FrameworkError>;
154
155    /// Creates a new named GPU program using a pair of vertex and fragment shaders. The name could
156    /// be used for debugging purposes. The implementation of graphics server will generate proper
157    /// resource bindings in the shader code for you.
158    fn create_program_from_shaders(
159        &self,
160        name: &str,
161        vertex_shader: &GpuShader,
162        fragment_shader: &GpuShader,
163        resources: &[ShaderResourceDefinition],
164    ) -> Result<GpuProgram, FrameworkError>;
165
166    /// Creates a new read-back buffer, that can be used to obtain texture data from GPU. It can be
167    /// used to read rendering result from GPU to CPU memory and save the result to disk.
168    fn create_async_read_buffer(
169        &self,
170        name: &str,
171        pixel_size: usize,
172        pixel_count: usize,
173    ) -> Result<GpuAsyncReadBuffer, FrameworkError>;
174
175    /// Creates a new geometry buffer, which consists of one or more vertex buffers and only one
176    /// element buffer. Geometry buffer could be considered as a complex mesh storage allocated on
177    /// GPU.
178    fn create_geometry_buffer(
179        &self,
180        desc: GpuGeometryBufferDescriptor,
181    ) -> Result<GpuGeometryBuffer, FrameworkError>;
182
183    /// Creates a weak reference to the shared graphics server.
184    fn weak(&self) -> Weak<dyn GraphicsServer>;
185
186    /// Sends all scheduled GPU command buffers for execution on GPU without waiting for a certain
187    /// threshold.
188    fn flush(&self);
189
190    /// Waits until all the scheduled GPU commands are fully executed. This is blocking operation, and
191    /// it blocks the current thread until all the commands are fully executed.
192    fn finish(&self);
193
194    /// Unbinds the all bound resources from the graphics pipeline.
195    fn invalidate_resource_bindings_cache(&self);
196
197    /// Returns GPU pipeline statistics. See [`PipelineStatistics`] for more info.
198    fn pipeline_statistics(&self) -> PipelineStatistics;
199
200    /// Swaps the front and back buffers and thus presenting the final image on screen. There could
201    /// be more than two buffers, and it is up to the graphics server implementation to choose the
202    /// right amount, but it can't be less than two.
203    fn swap_buffers(&self) -> Result<(), FrameworkError>;
204
205    /// Notifies the graphics server that the size of the back buffer has changed. It has very limited
206    /// use and there are very few platforms (Linux with Wayland mostly) that needs this function to
207    /// be called.
208    fn set_frame_size(&self, new_size: (u32, u32));
209
210    /// Returns current capabilities of the graphics server. See [`ServerCapabilities`] for more info.
211    fn capabilities(&self) -> ServerCapabilities;
212
213    /// Sets current polygon fill mode for front faces, back faces, or both.
214    /// The mode of front faces is controlled separately from the mode of back faces,
215    /// and `polygon_face` determines which mode is set by this method.
216    /// See [`PolygonFace`] and [`PolygonFillMode`] docs for more info.
217    fn set_polygon_fill_mode(&self, polygon_face: PolygonFace, polygon_fill_mode: PolygonFillMode);
218
219    /// Generates mipmaps for the given texture. Graphics server implementation can pick any desired
220    /// way of mipmaps generation, depending on the underlying GAPI capabilities.
221    fn generate_mipmap(&self, texture: &GpuTexture);
222
223    /// Fetches the total amount of memory used by the graphics server.
224    fn memory_usage(&self) -> ServerMemoryUsage;
225
226    /// Begins a new named debug group. It is recommended to use [`Self::begin_scope`] instead,
227    /// so that the compiler will manage the scope lifetime for your correctly. Otherwise, a forgotten
228    /// call to [`Self::pop_debug_group`] may cause stack overflow or underflow errors.
229    fn push_debug_group(&self, name: &str);
230
231    /// Ends the current debug group.
232    fn pop_debug_group(&self);
233
234    /// Begins a new debug scope by creating a temporary object that automatically exits the
235    /// scope on drop. The scope could be created like so: `let _debug_scope = server.begin_scope("ScopeName");`
236    /// Note the `let _debug_scope = ...` part - it is important to keep the produced object alive
237    /// until the end of the current semantic scope. Do not call this method like so:
238    /// `server.begin_scope("VisibilityTest");` because it will enter and leave the scope instantly.
239    fn begin_scope(&self, name: &str) -> RenderingScope {
240        self.push_debug_group(name);
241
242        RenderingScope {
243            server: self.weak(),
244        }
245    }
246
247    /// A shortcut for [`Self::create_texture`], that creates a rectangular texture with the given
248    /// size and pixel kind.
249    fn create_2d_render_target(
250        &self,
251        name: &str,
252        pixel_kind: PixelKind,
253        width: usize,
254        height: usize,
255    ) -> Result<GpuTexture, FrameworkError> {
256        self.create_texture(GpuTextureDescriptor {
257            name,
258            kind: GpuTextureKind::Rectangle { width, height },
259            pixel_kind,
260            ..Default::default()
261        })
262    }
263
264    /// A shortcut for [`Self::create_texture`], that creates a cube texture with the given
265    /// size and pixel kind.
266    fn create_cube_render_target(
267        &self,
268        name: &str,
269        pixel_kind: PixelKind,
270        size: usize,
271    ) -> Result<GpuTexture, FrameworkError> {
272        self.create_texture(GpuTextureDescriptor {
273            name,
274            kind: GpuTextureKind::Cube { size },
275            pixel_kind,
276            ..Default::default()
277        })
278    }
279}