/* Copyright (C) 2022 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_IFRAMEBUFFER #define INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER #include "graphics/Color.h" #include "renderer/backend/IDeviceObject.h" namespace Renderer { namespace Backend { class ITexture; /** * Load operation is set for each attachment, what should be done with its * content on BeginFramebufferPass. */ enum class AttachmentLoadOp { // Loads the attachment content. LOAD, // Clears the attachment content without loading. Prefer to use that // operation over manual ClearFramebuffer. CLEAR, // After BeginFramebufferPass the attachment content is undefined. DONT_CARE }; /** * Store operation is set for each attachment, what should be done with its * content on EndFramebufferPass. */ enum class AttachmentStoreOp { // Stores the attachment content. STORE, // After EndFramebufferPass the attachment content is undefined. DONT_CARE }; struct SColorAttachment { ITexture* texture = nullptr; AttachmentLoadOp loadOp = AttachmentLoadOp::DONT_CARE; AttachmentStoreOp storeOp = AttachmentStoreOp::DONT_CARE; CColor clearColor; }; struct SDepthStencilAttachment { ITexture* texture = nullptr; AttachmentLoadOp loadOp = AttachmentLoadOp::DONT_CARE; AttachmentStoreOp storeOp = AttachmentStoreOp::DONT_CARE; }; /** * IFramebuffer stores attachments which should be used by backend as rendering * destinations. That combining allows to set these destinations at once. * IFramebuffer doesn't own its attachments so clients must keep them alive. * The number of framebuffers ever created for a device during its lifetime * should be as small as possible. * * Framebuffer is a term from OpenGL/Vulkan worlds (D3D synonym is a render * target). */ class IFramebuffer : public IDeviceObject { public: /** * Returns a clear color for all color attachments of the framebuffer. * @see IDevice::CreateFramebuffer() */ virtual const CColor& GetClearColor() const = 0; virtual uint32_t GetWidth() const = 0; virtual uint32_t GetHeight() const = 0; }; } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_IFRAMEBUFFER