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

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/* 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_IDEVICE
#define INCLUDED_RENDERER_BACKEND_IDEVICE
#include "graphics/Color.h"
#include "renderer/backend/Backend.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/IBuffer.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IFramebuffer.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/backend/ITexture.h"
#include "scriptinterface/ScriptForward.h"
#include <memory>
#include <string>
#include <vector>
class CShaderDefines;
class CStr;
namespace Renderer
{
namespace Backend
{
class IDevice
{
public:
struct Capabilities
{
bool S3TC;
bool ARBShaders;
bool ARBShadersShadow;
bool computeShaders;
bool debugLabels;
bool debugScopedLabels;
bool multisampling;
bool anisotropicFiltering;
uint32_t maxSampleCount;
float maxAnisotropy;
uint32_t maxTextureSize;
bool instancing;
};
virtual ~IDevice() {}
virtual Backend GetBackend() const = 0;
virtual const std::string& GetName() const = 0;
virtual const std::string& GetVersion() const = 0;
virtual const std::string& GetDriverInformation() const = 0;
virtual const std::vector<std::string>& GetExtensions() const = 0;
virtual void Report(const ScriptRequest& rq, JS::HandleValue settings) = 0;
virtual IFramebuffer* GetCurrentBackbuffer() = 0;
virtual std::unique_ptr<IDeviceCommandContext> CreateCommandContext() = 0;
virtual std::unique_ptr<ITexture> CreateTexture(
const char* name, const ITexture::Type type, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) = 0;
virtual std::unique_ptr<ITexture> CreateTexture2D(
const char* name, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) = 0;
virtual std::unique_ptr<IFramebuffer> CreateFramebuffer(
const char* name, ITexture* colorAttachment,
ITexture* depthStencilAttachment) = 0;
virtual std::unique_ptr<IFramebuffer> CreateFramebuffer(
const char* name, ITexture* colorAttachment,
ITexture* depthStencilAttachment, const CColor& clearColor) = 0;
virtual std::unique_ptr<IBuffer> CreateBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) = 0;
virtual std::unique_ptr<IShaderProgram> CreateShaderProgram(
const CStr& name, const CShaderDefines& defines) = 0;
virtual bool AcquireNextBackbuffer() = 0;
virtual void Present() = 0;
virtual bool IsTextureFormatSupported(const Format format) const = 0;
virtual bool IsFramebufferFormatSupported(const Format format) const = 0;
virtual const Capabilities& GetCapabilities() const = 0;
};
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_IDEVICE