vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
102 lines
2.8 KiB
C++
102 lines
2.8 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER
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#define INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER
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#include "graphics/Color.h"
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#include "renderer/backend/IDeviceObject.h"
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namespace Renderer
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{
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namespace Backend
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{
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class ITexture;
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/**
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* Load operation is set for each attachment, what should be done with its
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* content on BeginFramebufferPass.
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*/
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enum class AttachmentLoadOp
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{
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// Loads the attachment content.
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LOAD,
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// Clears the attachment content without loading. Prefer to use that
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// operation over manual ClearFramebuffer.
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CLEAR,
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// After BeginFramebufferPass the attachment content is undefined.
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DONT_CARE
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};
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/**
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* Store operation is set for each attachment, what should be done with its
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* content on EndFramebufferPass.
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*/
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enum class AttachmentStoreOp
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{
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// Stores the attachment content.
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STORE,
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// After EndFramebufferPass the attachment content is undefined.
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DONT_CARE
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};
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struct SColorAttachment
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{
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ITexture* texture = nullptr;
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AttachmentLoadOp loadOp = AttachmentLoadOp::DONT_CARE;
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AttachmentStoreOp storeOp = AttachmentStoreOp::DONT_CARE;
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CColor clearColor;
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};
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struct SDepthStencilAttachment
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{
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ITexture* texture = nullptr;
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AttachmentLoadOp loadOp = AttachmentLoadOp::DONT_CARE;
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AttachmentStoreOp storeOp = AttachmentStoreOp::DONT_CARE;
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};
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/**
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* IFramebuffer stores attachments which should be used by backend as rendering
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* destinations. That combining allows to set these destinations at once.
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* IFramebuffer doesn't own its attachments so clients must keep them alive.
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* The number of framebuffers ever created for a device during its lifetime
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* should be as small as possible.
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*
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* Framebuffer is a term from OpenGL/Vulkan worlds (D3D synonym is a render
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* target).
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*/
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class IFramebuffer : public IDeviceObject<IFramebuffer>
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{
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public:
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/**
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* Returns a clear color for all color attachments of the framebuffer.
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* @see IDevice::CreateFramebuffer()
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*/
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virtual const CColor& GetClearColor() const = 0;
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virtual uint32_t GetWidth() const = 0;
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virtual uint32_t GetHeight() const = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER
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