engine/include/gfx_device.hpp

47 lines
1.3 KiB
C++

#pragma once
#include "engine_api.h"
#include "gfx.hpp"
#include <memory>
struct SDL_Window;
namespace engine {
class ENGINE_API GFXDevice {
public:
GFXDevice(const char* appName, const char* appVersion, SDL_Window* window);
GFXDevice(const GFXDevice&) = delete;
GFXDevice& operator=(const GFXDevice&) = delete;
~GFXDevice();
// adds a vertex buffer draw call to the queue
void drawBuffer(const gfx::Pipeline* pipeline, const gfx::Buffer* vertexBuffer, uint32_t count);
void drawIndexed(const gfx::Pipeline* pipeline, const gfx::Buffer* vertexBuffer, const gfx::Buffer* indexBuffer, uint32_t indexCount);
// 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);
void destroyPipeline(const gfx::Pipeline* pipeline);
gfx::Buffer* createBuffer(gfx::BufferType type, uint64_t size, const void* data);
void destroyBuffer(const gfx::Buffer* buffer);
// wait until all the active GPU queues have finished working
void waitIdle();
private:
struct Impl;
std::unique_ptr<Impl> pimpl;
};
}