engine/include/gfx_device.hpp
2022-11-30 00:46:03 +00:00

51 lines
1.7 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, bool vsync = false);
GFXDevice(const GFXDevice&) = delete;
GFXDevice& operator=(const GFXDevice&) = delete;
~GFXDevice();
void getViewportSize(uint32_t *w, uint32_t *h);
// adds a draw call to the queue
// vertexBuffer is required, indexBuffer can be NULL, uniformData is required
void draw(const gfx::Pipeline* pipeline, const gfx::Buffer* vertexBuffer, const gfx::Buffer* indexBuffer, uint32_t count, const void* pushConstantData, size_t pushConstantSize, const gfx::Texture* texture);
// Call once per frame. Executes all queued draw calls and renders to the screen.
void renderFrame();
// 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, 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 w, uint32_t h, gfx::TextureFilter minFilter, gfx::TextureFilter magFilter);
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;
};
}