Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER
19 : #define INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER
20 :
21 : #include "graphics/Color.h"
22 : #include "renderer/backend/IDeviceObject.h"
23 :
24 : namespace Renderer
25 : {
26 :
27 : namespace Backend
28 : {
29 :
30 : class ITexture;
31 :
32 : /**
33 : * Load operation is set for each attachment, what should be done with its
34 : * content on BeginFramebufferPass.
35 : */
36 : enum class AttachmentLoadOp
37 : {
38 : // Loads the attachment content.
39 : LOAD,
40 : // Clears the attachment content without loading. Prefer to use that
41 : // operation over manual ClearFramebuffer.
42 : CLEAR,
43 : // After BeginFramebufferPass the attachment content is undefined.
44 : DONT_CARE
45 : };
46 :
47 : /**
48 : * Store operation is set for each attachment, what should be done with its
49 : * content on EndFramebufferPass.
50 : */
51 : enum class AttachmentStoreOp
52 : {
53 : // Stores the attachment content.
54 : STORE,
55 : // After EndFramebufferPass the attachment content is undefined.
56 : DONT_CARE
57 : };
58 :
59 : struct SColorAttachment
60 : {
61 : ITexture* texture = nullptr;
62 : AttachmentLoadOp loadOp = AttachmentLoadOp::DONT_CARE;
63 : AttachmentStoreOp storeOp = AttachmentStoreOp::DONT_CARE;
64 : CColor clearColor;
65 : };
66 :
67 : struct SDepthStencilAttachment
68 : {
69 : ITexture* texture = nullptr;
70 : AttachmentLoadOp loadOp = AttachmentLoadOp::DONT_CARE;
71 : AttachmentStoreOp storeOp = AttachmentStoreOp::DONT_CARE;
72 : };
73 :
74 : /**
75 : * IFramebuffer stores attachments which should be used by backend as rendering
76 : * destinations. That combining allows to set these destinations at once.
77 : * IFramebuffer doesn't own its attachments so clients must keep them alive.
78 : * The number of framebuffers ever created for a device during its lifetime
79 : * should be as small as possible.
80 : *
81 : * Framebuffer is a term from OpenGL/Vulkan worlds (D3D synonym is a render
82 : * target).
83 : */
84 16 : class IFramebuffer : public IDeviceObject<IFramebuffer>
85 : {
86 : public:
87 : /**
88 : * Returns a clear color for all color attachments of the framebuffer.
89 : * @see IDevice::CreateFramebuffer()
90 : */
91 : virtual const CColor& GetClearColor() const = 0;
92 :
93 : virtual uint32_t GetWidth() const = 0;
94 : virtual uint32_t GetHeight() const = 0;
95 : };
96 :
97 : } // namespace Backend
98 :
99 : } // namespace Renderer
100 :
101 : #endif // INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER
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