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https://github.com/bailwillharr/engine.git
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112 lines
4.4 KiB
C++
112 lines
4.4 KiB
C++
#pragma once
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#include <memory>
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#include "gfx.h"
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struct SDL_Window; // <SDL_video.h>
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struct ImDrawData; // "imgui/imgui.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* app_name, const char* app_version, SDL_Window* window, gfx::GraphicsSettings settings);
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GFXDevice(const GFXDevice&) = delete;
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GFXDevice& operator=(const GFXDevice&) = delete;
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~GFXDevice();
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void GetViewportSize(uint32_t* w, uint32_t* h);
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void ChangePresentMode(gfx::PresentMode mode);
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gfx::PresentMode GetPresentMode();
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void SetupImguiBackend();
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void ShutdownImguiBackend();
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void CmdRenderImguiDrawData(gfx::DrawBuffer* draw_buffer, ImDrawData* draw_data);
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gfx::DrawBuffer* BeginRender(bool window_resized);
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/* - draw_buffer MUST be a valid pointer returned by BeginRender().
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- draw_buffer is invalid after this function has been called. */
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void FinishRender(gfx::DrawBuffer* draw_buffer);
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gfx::Image* CreateShadowmapImage();
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gfx::DrawBuffer* BeginShadowmapRender(gfx::Image* image);
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void FinishShadowmapRender(gfx::DrawBuffer* draw_buffer, gfx::Image* image);
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/* - draw_buffer MUST be a valid pointer returned by BeginRender()
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- pipeline MUST be a valid pointer returned by CreatePipeline() */
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void CmdBindPipeline(gfx::DrawBuffer* draw_buffer, const gfx::Pipeline* pipeline);
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/* - draw_buffer MUST be a valid pointer returned by BeginRender()
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- buffer MUST be a valid pointer returned by CreateBuffer */
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void CmdBindVertexBuffer(gfx::DrawBuffer* draw_buffer, uint32_t binding, const gfx::Buffer* buffer);
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/* - draw_buffer MUST be a valid pointer returned by BeginRender()
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- buffer MUST be a valid pointer returned by CreateBuffer */
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void CmdBindIndexBuffer(gfx::DrawBuffer* draw_buffer, const gfx::Buffer* buffer);
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void CmdDrawIndexed(gfx::DrawBuffer* draw_buffer, uint32_t index_count, uint32_t instance_count, uint32_t first_index, int32_t vertex_offset,
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uint32_t first_instance);
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void CmdDraw(gfx::DrawBuffer* drawBuffer, uint32_t vertex_count, uint32_t instance_count, uint32_t first_vertex, uint32_t first_instance);
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void CmdPushConstants(gfx::DrawBuffer* draw_buffer, const gfx::Pipeline* pipeline, uint32_t offset, uint32_t size, const void* data);
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void CmdBindDescriptorSet(gfx::DrawBuffer* draw_buffer, const gfx::Pipeline* pipeline, const gfx::DescriptorSet* set, uint32_t set_number);
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gfx::Pipeline* CreatePipeline(const gfx::PipelineInfo& info);
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void DestroyPipeline(const gfx::Pipeline* pipeline);
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gfx::DescriptorSetLayout* CreateDescriptorSetLayout(const std::vector<gfx::DescriptorSetLayoutBinding>& bindings);
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void DestroyDescriptorSetLayout(const gfx::DescriptorSetLayout* layout);
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gfx::DescriptorSet* AllocateDescriptorSet(const gfx::DescriptorSetLayout* layout);
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void FreeDescriptorSet(const gfx::DescriptorSet* set);
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// This updates all copies of the descriptor.
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// This cannot be used after any frames have been renderered
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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* initial_data);
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void DestroyUniformBuffer(const gfx::UniformBuffer* descriptor_buffer);
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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);
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void DestroyBuffer(const gfx::Buffer* buffer);
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gfx::Image* CreateImage(uint32_t w, uint32_t h, gfx::ImageFormat input_format, const void* image_data);
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gfx::Image* CreateImageCubemap(uint32_t w, uint32_t h, gfx::ImageFormat input_format, const std::array<const void*, 6>& image_data);
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void DestroyImage(const gfx::Image* image);
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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();
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void LogPerformanceInfo();
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// wait until all the active GPU queues have finished working
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void WaitIdle();
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private:
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struct Impl;
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std::unique_ptr<Impl> pimpl;
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};
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} // namespace engine
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