engine/include/gfx_device.hpp

65 lines
1.2 KiB
C++

#pragma once
#include "engine_api.h"
#include <memory>
struct SDL_Window;
namespace engine {
namespace gfx {
enum class BufferUsage {
DEFAULT,
UPLOAD,
READBACK,
};
enum class BindFlag {
NONE = 0,
UNIFORM_BUFFER = 1 << 0,
};
struct BufferDesc {
uint64_t size;
BufferUsage usage;
BindFlag bindFlags;
};
// handles (incomplete types)
class BufferHandle;
};
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();
// Call once per frame. Executes all queued draw calls and renders to the screen.
void draw();
// creates the equivalent of an OpenGL shader program & vertex attrib configuration
void createPipeline(const char* vertShaderPath, const char* fragShaderPath);
// creates a vertex array for holding mesh data
gfx::BufferHandle* createVertexBuffer(const gfx::BufferDesc& desc, const void* vertices, const void* indices);
void destroyBuffer(const gfx::BufferHandle* buffer);
// wait until all the active GPU queues have finished working
void waitIdle();
private:
struct Impl;
std::unique_ptr<Impl> pimpl;
};
}