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https://gitea.wildfiregames.com/0ad/0ad
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107 lines
3.3 KiB
C++
107 lines
3.3 KiB
C++
/* Copyright (C) 2023 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_FRAMEBUFFER
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#define INCLUDED_RENDERER_BACKEND_VULKAN_FRAMEBUFFER
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#include "ps/containers/StaticVector.h"
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#include "renderer/backend/IFramebuffer.h"
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#include "renderer/backend/vulkan/DeviceObjectUID.h"
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#include <glad/vulkan.h>
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#include <memory>
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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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class CTexture;
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class CFramebuffer final : public IFramebuffer
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{
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public:
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~CFramebuffer() override;
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IDevice* GetDevice() override;
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const CColor& GetClearColor() const override { return m_ClearColor; }
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uint32_t GetWidth() const override { return m_Width; }
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uint32_t GetHeight() const override { return m_Height; }
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uint32_t GetSampleCount() const { return m_SampleCount; }
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VkRenderPass GetRenderPass() const { return m_RenderPass; }
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VkFramebuffer GetFramebuffer() const { return m_Framebuffer; }
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using ColorAttachments = PS::StaticVector<CTexture*, 4>;
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const ColorAttachments& GetColorAttachments() { return m_ColorAttachments; }
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CTexture* GetDepthStencilAttachment() { return m_DepthStencilAttachment; }
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AttachmentLoadOp GetColorAttachmentLoadOp() const { return m_ColorAttachmentLoadOp; }
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AttachmentStoreOp GetColorAttachmentStoreOp() const { return m_ColorAttachmentStoreOp; }
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AttachmentLoadOp GetDepthStencilAttachmentLoadOp() const { return m_DepthStencilAttachmentLoadOp; }
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AttachmentStoreOp GetDepthStencilAttachmentStoreOp() const { return m_DepthStencilAttachmentStoreOp; }
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DeviceObjectUID GetUID() const { return m_UID; }
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private:
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friend class CDevice;
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friend class CSwapChain;
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static std::unique_ptr<CFramebuffer> Create(
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CDevice* device, const char* name,
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SColorAttachment* colorAttachment, SDepthStencilAttachment* depthStencilAttachment);
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CFramebuffer() = default;
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CDevice* m_Device = nullptr;
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DeviceObjectUID m_UID{INVALID_DEVICE_OBJECT_UID};
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CColor m_ClearColor{};
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uint32_t m_Width = 0;
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uint32_t m_Height = 0;
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uint32_t m_SampleCount = 0;
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AttachmentLoadOp m_ColorAttachmentLoadOp = AttachmentLoadOp::DONT_CARE;
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AttachmentStoreOp m_ColorAttachmentStoreOp = AttachmentStoreOp::DONT_CARE;
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AttachmentLoadOp m_DepthStencilAttachmentLoadOp = AttachmentLoadOp::DONT_CARE;
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AttachmentStoreOp m_DepthStencilAttachmentStoreOp = AttachmentStoreOp::DONT_CARE;
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VkRenderPass m_RenderPass = VK_NULL_HANDLE;
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VkFramebuffer m_Framebuffer = VK_NULL_HANDLE;
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// It's reponsibility of CFramebuffer owner to guarantee lifetime of
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// attachments.
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ColorAttachments m_ColorAttachments;
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CTexture* m_DepthStencilAttachment = nullptr;
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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_FRAMEBUFFER
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