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https://github.com/bailwillharr/engine.git
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65 lines
1.2 KiB
C++
65 lines
1.2 KiB
C++
#pragma once
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#include "engine_api.h"
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#include <memory>
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struct SDL_Window;
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namespace engine {
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namespace gfx {
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enum class BufferUsage {
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DEFAULT,
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UPLOAD,
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READBACK,
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};
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enum class BindFlag {
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NONE = 0,
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UNIFORM_BUFFER = 1 << 0,
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};
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struct BufferDesc {
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uint64_t size;
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BufferUsage usage;
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BindFlag bindFlags;
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};
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// handles (incomplete types)
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class BufferHandle;
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};
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class ENGINE_API GFXDevice {
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public:
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GFXDevice(const char* appName, const char* appVersion, SDL_Window* window);
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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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// Call once per frame. Executes all queued draw calls and renders to the screen.
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void draw();
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// creates the equivalent of an OpenGL shader program & vertex attrib configuration
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void createPipeline(const char* vertShaderPath, const char* fragShaderPath);
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// creates a vertex array for holding mesh data
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gfx::BufferHandle* createVertexBuffer(const gfx::BufferDesc& desc, const void* vertices, const void* indices);
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void destroyBuffer(const gfx::BufferHandle* buffer);
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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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}
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