/* 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 . */ #ifndef INCLUDED_RENDERER_BACKEND_IDEVICE #define INCLUDED_RENDERER_BACKEND_IDEVICE #include "graphics/Color.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 #include #include 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 const std::string& GetName() const = 0; virtual const std::string& GetVersion() const = 0; virtual const std::string& GetDriverInformation() const = 0; virtual const std::vector& GetExtensions() const = 0; virtual void Report(const ScriptRequest& rq, JS::HandleValue settings) = 0; virtual IFramebuffer* GetCurrentBackbuffer() = 0; virtual std::unique_ptr CreateCommandContext() = 0; virtual std::unique_ptr 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 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 CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment) = 0; virtual std::unique_ptr CreateFramebuffer( const char* name, ITexture* colorAttachment, ITexture* depthStencilAttachment, const CColor& clearColor) = 0; virtual std::unique_ptr CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) = 0; virtual std::unique_ptr CreateShaderProgram( const CStr& name, const CShaderDefines& defines) = 0; virtual void 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