LCOV - code coverage report
Current view: top level - source/renderer/backend - ITexture.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_ITEXTURE
      19             : #define INCLUDED_RENDERER_BACKEND_ITEXTURE
      20             : 
      21             : #include "renderer/backend/Format.h"
      22             : #include "renderer/backend/IDeviceObject.h"
      23             : #include "renderer/backend/Sampler.h"
      24             : 
      25             : #include <cstdint>
      26             : 
      27             : namespace Renderer
      28             : {
      29             : 
      30             : namespace Backend
      31             : {
      32             : 
      33         120 : class ITexture : public IDeviceObject<ITexture>
      34             : {
      35             : public:
      36             :     enum class Type
      37             :     {
      38             :         TEXTURE_2D,
      39             :         TEXTURE_2D_MULTISAMPLE,
      40             :         TEXTURE_CUBE
      41             :     };
      42             : 
      43             :     // Using a struct instead of a enum allows using the same syntax while
      44             :     // avoiding adding operator overrides and additional checks on casts.
      45             :     struct Usage
      46             :     {
      47             :         static constexpr uint32_t TRANSFER_SRC = 1u << 0u;
      48             :         static constexpr uint32_t TRANSFER_DST = 1u << 1u;
      49             :         static constexpr uint32_t SAMPLED = 1u << 2u;
      50             :         static constexpr uint32_t COLOR_ATTACHMENT = 1u << 3u;
      51             :         static constexpr uint32_t DEPTH_STENCIL_ATTACHMENT = 1u << 4u;
      52             :     };
      53             : 
      54             :     virtual Type GetType() const = 0;
      55             :     virtual uint32_t GetUsage() const = 0;
      56             :     virtual Format GetFormat() const = 0;
      57             : 
      58             :     virtual uint32_t GetWidth() const = 0;
      59             :     virtual uint32_t GetHeight() const = 0;
      60             :     virtual uint32_t GetMIPLevelCount() const = 0;
      61             : };
      62             : 
      63             : } // namespace Backend
      64             : 
      65             : } // namespace Renderer
      66             : 
      67             : #endif // INCLUDED_RENDERER_BACKEND_ITEXTURE

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