engine/include/gfx_device.hpp

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#pragma once
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#include "gfx.hpp"
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#include <memory>
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struct SDL_Window; // <SDL_video.h>
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namespace engine {
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class GFXDevice {
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public:
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GFXDevice(const char* appName, const char* appVersion, SDL_Window* window, gfx::GraphicsSettings settings);
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GFXDevice(const GFXDevice&) = delete;
GFXDevice& operator=(const GFXDevice&) = delete;
~GFXDevice();
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void getViewportSize(uint32_t *w, uint32_t *h);
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gfx::DrawBuffer* beginRender();
void finishRender(gfx::DrawBuffer* drawBuffer);
void cmdBindPipeline(gfx::DrawBuffer* drawBuffer, const gfx::Pipeline* pipeline);
void cmdBindVertexBuffer(gfx::DrawBuffer* drawBuffer, uint32_t binding, const gfx::Buffer* buffer);
void cmdBindIndexBuffer(gfx::DrawBuffer* drawBuffer, const gfx::Buffer* buffer);
void cmdDrawIndexed(gfx::DrawBuffer* drawBuffer, uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance);
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void cmdPushConstants(gfx::DrawBuffer* drawBuffer, const gfx::Pipeline* pipeline, uint32_t offset, uint32_t size, const void* data);
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void cmdBindDescriptorSet(gfx::DrawBuffer* drawBuffer, const gfx::Pipeline* pipeline, const gfx::DescriptorSet* set, uint32_t setNumber);
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gfx::Pipeline* createPipeline(const gfx::PipelineInfo& info);
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void destroyPipeline(const gfx::Pipeline* pipeline);
gfx::DescriptorSetLayout* createDescriptorSetLayout(const std::vector<gfx::DescriptorSetLayoutBinding>& bindings);
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void destroyDescriptorSetLayout(const gfx::DescriptorSetLayout* layout);
gfx::DescriptorSet* allocateDescriptorSet(const gfx::DescriptorSetLayout* layout);
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// This updates all copies of the descriptor. This cannot be used after any frames have been renderered
void updateDescriptorUniformBuffer(const gfx::DescriptorSet* set, uint32_t binding, const gfx::UniformBuffer* buffer, size_t offset, size_t range);
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void updateDescriptorCombinedImageSampler(const gfx::DescriptorSet* set, uint32_t binding, const gfx::Image* image, const gfx::Sampler* sampler);
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gfx::UniformBuffer* createUniformBuffer(uint64_t size, const void* initialData);
void destroyUniformBuffer(const gfx::UniformBuffer* descriptorBuffer);
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void writeUniformBuffer(gfx::UniformBuffer* buffer, uint64_t offset, uint64_t size, const void* data);
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// Loads data into staging buffer and copies that into a single GPU buffer.
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gfx::Buffer* createBuffer(gfx::BufferType type, uint64_t size, const void* data);
void destroyBuffer(const gfx::Buffer* buffer);
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gfx::Image* createImage(uint32_t w, uint32_t h, const void* imageData);
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void destroyImage(const gfx::Image* image);
const gfx::Sampler* createSampler(const gfx::SamplerInfo& info);
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void destroySampler(const gfx::Sampler* sampler);
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uint64_t getFrameCount();
void logPerformanceInfo();
// wait until all the active GPU queues have finished working
void waitIdle();
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private:
struct Impl;
std::unique_ptr<Impl> pimpl;
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};
}