Add render_gl.cpp (selectable as `gl`): renders the animated pattern with scissored clears (glClear + glScissor -- GL 1.1, exported straight from opengl32) and presents with SwapBuffers. No glad/submodule needed: a legacy wglCreateContext + <GL/gl.h> suffices, so the planned loader dependency was dropped. GL is bottom-left origin and the capture flips top-down, so the frame-counter block is drawn at the GL top to land top-left in the captured image. Window class gains CS_OWNDC for a stable GL DC; best-effort vsync via a runtime wglSwapIntervalEXT lookup. The GL SwapBuffers/wglSwapBuffers hook now bumps the shared present counter (it's the GL present), so present_calls works for GL games too. mock_game_test decodes GL frames through the existing glReadPixels capture path; 15/15 ctest. Roadmap: OpenGL milestone done and removed (Vulkan renumbered to M2); architecture/lessons/test docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
68 lines
2.8 KiB
C++
68 lines
2.8 KiB
C++
// Pluggable render backend for the mock game (a test fixture, not a shipped component).
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//
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// The mock game renders an *animated* (never static) pattern so dropped / duplicated /
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// torn / stale frames are obvious both to the eye and to an automated capture test: a
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// moving bar + a per-frame background colour give visible motion, and a small top-left
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// "frame-counter" block encodes the exact frame number in its RGB so a test can decode it
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// from a captured pixel and assert the sequence advances (the DX12 rotating-backbuffer bug
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// showed up as a stuck/repeating counter). The backend is selectable (DX11 / DX12 today)
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// and structured so OpenGL / Vulkan can be added by implementing this interface.
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#pragma once
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <windows.h>
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namespace coop::mock
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{
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// Encode a frame counter into an RGB triple (and back). R/G/B are the low 24 bits, so it
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// is unambiguous for ~16M frames. The swap chain is UNORM (not sRGB), so the bytes survive
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// a capture copy exactly. The capture test samples the frame-counter block and decodes it.
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inline void frame_to_rgb(std::uint32_t frame, std::uint8_t& r, std::uint8_t& g, std::uint8_t& b)
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{
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r = static_cast<std::uint8_t>(frame & 0xFF);
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g = static_cast<std::uint8_t>((frame >> 8) & 0xFF);
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b = static_cast<std::uint8_t>((frame >> 16) & 0xFF);
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}
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inline std::uint32_t rgb_to_frame(std::uint8_t r, std::uint8_t g, std::uint8_t b)
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{
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return static_cast<std::uint32_t>(r) | (static_cast<std::uint32_t>(g) << 8) |
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(static_cast<std::uint32_t>(b) << 16);
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}
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// Size (px) of the top-left frame-counter block the test samples.
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inline constexpr std::uint32_t kFrameBlock = 64;
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class RenderBackend
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{
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public:
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virtual ~RenderBackend() = default;
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// Bring up the device + swap chain on `hwnd` at the given client size. False on failure.
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virtual bool init(HWND hwnd, std::uint32_t width, std::uint32_t height) = 0;
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// Draw frame `frame` (animated background + moving bar + the frame-counter block) and
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// present it. One call per displayed frame.
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virtual void render_and_present(std::uint32_t frame) = 0;
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// Human-readable backend name (e.g. "dx11"), for logging.
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[[nodiscard]] virtual const char* name() const = 0;
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// Factory: returns a backend for `name` ("dx11" / "dx12"), or nullptr if unknown /
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// unavailable on this machine.
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static std::unique_ptr<RenderBackend> create(const std::string& name);
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};
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// Per-backend factories (defined in their own TUs; create() dispatches to them).
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std::unique_ptr<RenderBackend> create_dx11_backend();
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std::unique_ptr<RenderBackend> create_dx12_backend();
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std::unique_ptr<RenderBackend> create_dx10_backend();
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std::unique_ptr<RenderBackend> create_dx9_backend(bool ex); // ex: D3D9Ex vs plain D3D9
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std::unique_ptr<RenderBackend> create_gl_backend();
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} // namespace coop::mock
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