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The idea is similar to the storage images but we need a separate descriptor set in Vulkan and a program interface to gather used buffer in GL. For Vulkan we also need to track buffers to free used descriptor sets.
63 lines
1.6 KiB
C++
63 lines
1.6 KiB
C++
/* Copyright (C) 2024 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_IBUFFER
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#define INCLUDED_RENDERER_BACKEND_IBUFFER
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#include "renderer/backend/IDeviceObject.h"
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#include <cstdint>
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namespace Renderer
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{
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namespace Backend
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{
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class IBuffer : public IDeviceObject<IBuffer>
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{
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public:
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enum class Type
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{
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VERTEX,
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INDEX,
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UPLOAD,
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UNIFORM,
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};
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// Using a struct instead of a enum allows using the same syntax while
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// avoiding adding operator overrides and additional checks on casts.
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struct Usage
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{
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static constexpr uint32_t DYNAMIC = 1u << 0u;
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static constexpr uint32_t TRANSFER_SRC = 1u << 1u;
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static constexpr uint32_t TRANSFER_DST = 1u << 2u;
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static constexpr uint32_t STORAGE = 1u << 3u;
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};
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virtual Type GetType() const = 0;
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virtual uint32_t GetSize() const = 0;
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virtual uint32_t GetUsage() const = 0;
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bool IsDynamic() const { return GetUsage() & IBuffer::Usage::DYNAMIC; }
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_IBUFFER
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