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Make include-what-you-use happy with some files in source/renderer and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
90 lines
2.1 KiB
C++
90 lines
2.1 KiB
C++
/* Copyright (C) 2025 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_VULKAN_RENDERPASSMANAGER
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#define INCLUDED_RENDERER_BACKEND_VULKAN_RENDERPASSMANAGER
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#include "renderer/backend/IFramebuffer.h"
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#include <cstddef>
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#include <cstdint>
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#include <glad/vulkan.h>
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#include <optional>
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#include <unordered_map>
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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class CDevice;
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/**
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* A helper class to store unique render passes.
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*/
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class CRenderPassManager
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{
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public:
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CRenderPassManager(CDevice* device);
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~CRenderPassManager();
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/**
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* @return a renderpass with required attachments. Currently we use only
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* single subpass renderpasses.
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* @note it should be called as rarely as possible.
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*/
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VkRenderPass GetOrCreateRenderPass(
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SColorAttachment* colorAttachment,
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SDepthStencilAttachment* depthStencilAttachment);
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private:
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CDevice* m_Device = nullptr;
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struct Attachment
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{
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VkFormat format;
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AttachmentLoadOp loadOp;
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AttachmentStoreOp storeOp;
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};
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struct Desc
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{
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uint8_t sampleCount;
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std::optional<Attachment> colorAttachment;
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std::optional<Attachment> depthStencilAttachment;
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};
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struct DescHash
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{
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size_t operator()(const Desc& desc) const;
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};
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struct DescEqual
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{
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bool operator()(const Desc& lhs, const Desc& rhs) const;
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};
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std::unordered_map<Desc, VkRenderPass, DescHash, DescEqual> m_RenderPassMap;
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};
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_VULKAN_RENDERPASSMANAGER
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