LCOV - code coverage report
Current view: top level - source/renderer/backend - IFramebuffer.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 1 1 100.0 %
Date: 2023-01-19 00:18:29 Functions: 2 3 66.7 %

          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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