0ad/source/renderer/backend/IFramebuffer.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

101 lines
2.8 KiB
C++
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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_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