/* Copyright (C) 2024 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_RENDERER_BACKEND_IBUFFER #define INCLUDED_RENDERER_BACKEND_IBUFFER #include "renderer/backend/IDeviceObject.h" #include namespace Renderer { namespace Backend { class IBuffer : public IDeviceObject { public: enum class Type { VERTEX, INDEX, UPLOAD, UNIFORM, }; // Using a struct instead of a enum allows using the same syntax while // avoiding adding operator overrides and additional checks on casts. struct Usage { static constexpr uint32_t DYNAMIC = 1u << 0u; static constexpr uint32_t TRANSFER_SRC = 1u << 1u; static constexpr uint32_t TRANSFER_DST = 1u << 2u; }; virtual Type GetType() const = 0; virtual uint32_t GetSize() const = 0; virtual uint32_t GetUsage() const = 0; bool IsDynamic() const { return GetUsage() & IBuffer::Usage::DYNAMIC; } }; } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_IBUFFER