engine/include/gfx_device.hpp
2023-03-12 20:39:11 +00:00

61 lines
2.2 KiB
C++

#pragma once
#include "gfx.hpp"
#include <memory>
struct SDL_Window; // <SDL_video.h>
namespace engine {
class GFXDevice {
public:
GFXDevice(const char* appName, const char* appVersion, SDL_Window* window, gfx::GraphicsSettings settings);
GFXDevice(const GFXDevice&) = delete;
GFXDevice& operator=(const GFXDevice&) = delete;
~GFXDevice();
void getViewportSize(uint32_t *w, uint32_t *h);
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);
//void cmdBindDescriptorSetTexture(gfx::CommandBuffer* commandBuffer, uint32_t set, uint32_t binding, const gfx::Texture* texture);
//void cmdBindDescriptorSetBuffer(gfx::CommandBuffer* commandBuffer, uint32_t set, uint32_t binding, const gfx::Texture* texture);
// creates the equivalent of an OpenGL shader program & vertex attrib configuration
gfx::Pipeline* createPipeline(const char* vertShaderPath, const char* fragShaderPath, const gfx::VertexFormat& vertexFormat, uint64_t uniformBufferSize, bool alphaBlending, bool backfaceCulling);
void destroyPipeline(const gfx::Pipeline* pipeline);
void updateUniformBuffer(const gfx::Pipeline* pipeline, const void* data, size_t size, uint32_t offset);
gfx::Buffer* createBuffer(gfx::BufferType type, uint64_t size, const void* data);
void destroyBuffer(const gfx::Buffer* buffer);
gfx::Texture* createTexture(
const void* imageData,
uint32_t width,
uint32_t height,
gfx::TextureFilter minFilter,
gfx::TextureFilter magFilter,
gfx::MipmapSetting mipmapSetting,
bool useAnisotropy = false);
void destroyTexture(const gfx::Texture* texture);
// wait until all the active GPU queues have finished working
void waitIdle();
private:
struct Impl;
std::unique_ptr<Impl> pimpl;
};
}