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0ad/source/renderer/backend/IFramebuffer.h

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C++

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