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XCEngine/docs/api/rhi/opengl/opengl-command-list.md

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OpenGLCommandList

OpenGL 命令列表实现。OpenGL 是立即模式 API此类提供命令录制和批量提交的能力。

头文件

#include <XCEngine/RHI/OpenGL/OpenGLCommandList.h>

继承关系

RHICommandList (interface)
└── OpenGLCommandList (implementation)

枚举

PrimitiveType

OpenGL 常量
Points GL_POINTS
Lines GL_LINES
LineStrip GL_LINE_STRIP
Triangles GL_TRIANGLES
TriangleStrip GL_TRIANGLE_STRIP
TriangleFan GL_TRIANGLE_FAN
LineListAdj GL_LINES_ADJACENCY
TriangleListAdj GL_TRIANGLES_ADJACENCY
Patch GL_PATCHES

ClearFlag

描述
Color 清除颜色缓冲区
Depth 清除深度缓冲区
Stencil 清除模板缓冲区

支持 | 操作符合并。

公共成员函数

生命周期

void Shutdown() override

void Reset() override

重置命令列表。

void Close() override

关闭命令列表。

清除操作

void Clear(float r, float g, float b, float a, unsigned int buffers)

清除指定缓冲区。

void ClearColor(float r, float g, float b, float a)

void ClearDepth(float depth)

void ClearStencil(int stencil)

void ClearDepthStencil(float depth, int stencil)

RHI 接口实现

void SetPipelineState(void* pipelineState) override

void SetVertexBuffer(uint32_t slot, void* buffer, uint64_t offset, uint32_t stride) override

void SetVertexBuffers(uint32_t startSlot, uint32_t count, ...) override

void SetIndexBuffer(void* buffer, uint64_t offset, Format format) override

void TransitionBarrier(void* resource, ...) override

OpenGL 实现为空(无显式状态管理)。

void SetPrimitiveTopology(PrimitiveTopology topology) override

void SetViewport(const Viewport& viewport) override

void SetViewports(uint32_t count, const Viewport* viewports) override

void SetScissorRect(const Rect& rect) override

void SetScissorRects(uint32_t count, const Rect* rects) override

void SetRenderTargets(uint32_t count, void** renderTargets, void* depthStencil) override

void SetDepthStencilState(const DepthStencilState& state) override

void SetStencilRef(uint8_t ref) override

void SetBlendState(const BlendState& state) override

void SetBlendFactor(const float factor[4]) override

void ClearRenderTarget(void* renderTarget, const float color[4]) override

void ClearDepthStencil(void* depthStencil, float depth, uint8_t stencil) override

void Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance) override

void DrawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t startIndex, int32_t baseVertex, uint32_t startInstance) override

void Dispatch(uint32_t x, uint32_t y, uint32_t z) override

void CopyResource(void* dst, void* src) override

OpenGL 特有方法

void SetVertexBuffer(unsigned int buffer, size_t offset, size_t stride)

直接设置顶点缓冲区OpenGL 逃逸)。

void SetVertexBuffers(unsigned int startSlot, unsigned int count, const unsigned int* buffers, const size_t* offsets, const size_t* strides)

void SetIndexBuffer(unsigned int buffer, unsigned int type)

void SetIndexBuffer(unsigned int buffer, unsigned int type, size_t offset)

void BindVertexArray(unsigned int vao)

void BindVertexArray(unsigned int vao, unsigned int indexBuffer, unsigned int indexType)

void UseShader(unsigned int program)

视口与裁剪

void SetViewport(int x, int y, int width, int height)

void SetViewport(float x, float y, float width, float height, float minDepth, float maxDepth)

void SetViewports(unsigned int count, const float* viewports)

void SetScissor(int x, int y, int width, int height)

void SetScissorRects(unsigned int count, const int* rects)

void EnableScissorTest(bool enable)

深度测试

void EnableDepthTest(bool enable)

void EnableDepthWrite(bool enable)

void SetDepthFunc(unsigned int func)

模板测试

void EnableStencilTest(bool enable)

void SetStencilFunc(unsigned int func, int ref, unsigned int mask)

void SetStencilOp(unsigned int fail, unsigned int zfail, unsigned int zpass)

混合

void EnableBlending(bool enable)

void SetBlendFunc(unsigned int src, unsigned int dst)

void SetBlendFuncSeparate(unsigned int srcRGB, unsigned int dstRGB, unsigned int srcAlpha, unsigned int dstAlpha)

void SetBlendEquation(unsigned int mode)

void SetBlendColor(float r, float g, float b, float a)

光栅化

void EnableCulling(bool enable)

void SetCullFace(unsigned int face)

void SetFrontFace(unsigned int face)

void SetPolygonMode(unsigned int mode)

void SetPolygonOffset(float factor, float units)

void SetPrimitiveType(PrimitiveType type)

绘制

void Draw(PrimitiveType type, unsigned int vertexCount, unsigned int startVertex)

void DrawInstanced(PrimitiveType type, unsigned int vertexCount, unsigned int instanceCount, unsigned int startVertex, unsigned int startInstance)

void DrawIndexed(PrimitiveType type, unsigned int indexCount, unsigned int startIndex, int baseVertex)

void DrawIndexedInstanced(PrimitiveType type, unsigned int indexCount, unsigned int instanceCount, unsigned int startIndex, int baseVertex, unsigned int startInstance)

void DrawIndirect(...)

void DrawIndexedIndirect(...)

void MultiDrawArrays(PrimitiveType type, const int* first, const int* count, unsigned int drawCount)

void MultiDrawElements(...)

计算着色器

void DispatchIndirect(unsigned int buffer, size_t offset)

void DispatchCompute(unsigned int x, unsigned int y, unsigned int z, unsigned int groupX, unsigned int groupY, unsigned int groupZ)

内存屏障

void MemoryBarrier(unsigned int barriers)

void TextureBarrier()

纹理绑定

void BindTexture(unsigned int target, unsigned int unit, unsigned int texture)

void BindTextures(unsigned int first, unsigned int count, const unsigned int* textures)

void BindSampler(unsigned int unit, unsigned int sampler)

void BindSamplers(unsigned int first, unsigned int count, const unsigned int* samplers)

void BindImageTexture(...)

缓冲区绑定

void BindBufferBase(unsigned int target, unsigned int index, unsigned int buffer)

void BindBufferRange(unsigned int target, unsigned int index, unsigned int buffer, size_t offset, size_t size)

OpenGL 状态

void Enable(unsigned int cap)

void Disable(unsigned int cap)

void Enablei(unsigned int cap, unsigned int index)

void Disablei(unsigned int cap, unsigned int index)

Uniform 设置

void SetUniform1i(int location, int v)

void SetUniform1f(int location, float v)

void SetUniform2f(int location, float x, float y)

void SetUniform3f(int location, float x, float y, float z)

void SetUniform4f(int location, float x, float y, float z, float w)

void SetUniform1fv(int location, int count, const float* v)

void SetUniform2fv/3fv/4fv

void SetUniformMatrix4fv(int location, int count, bool transpose, const float* v)

Shader 程序

void UseProgram(unsigned int program)

void BindFragDataLocation(unsigned int program, unsigned int colorNumber, const char* name)

void BindFragDataLocationIndexed(...)

查询

void BeginQuery(unsigned int target, unsigned int id)

void EndQuery(unsigned int target)

void GetQueryObjectiv/GetQueryObjectuiv

Framebuffer 操作

void ReadPixels(int x, int y, int width, int height, unsigned int format, unsigned int type, void* data)

void BlitFramebuffer(...)

void CopyImageSubData(...)

void InvalidateFramebuffer(unsigned int target, unsigned int count, const unsigned int* attachments)

void InvalidateSubFramebuffer(...)

调试

void PushDebugGroup(unsigned int source, unsigned int id, int length, const char* message)

void PopDebugGroup()

内部成员

成员 类型 描述
m_primitiveType unsigned int 当前图元类型
m_currentVAO unsigned int 当前 VAO
m_currentProgram unsigned int 当前 program

备注

  • OpenGL 是立即模式 APIOpenGLCommandList 主要用于状态批处理
  • Reset()Close() 是可选的,可直接调用 GL 命令