/* Copyright (C) 2023 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_VULKAN_FRAMEBUFFER
#define INCLUDED_RENDERER_BACKEND_VULKAN_FRAMEBUFFER
#include "ps/containers/StaticVector.h"
#include "renderer/backend/IFramebuffer.h"
#include "renderer/backend/vulkan/DeviceObjectUID.h"
#include
#include
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
class CDevice;
class CTexture;
class CFramebuffer final : public IFramebuffer
{
public:
~CFramebuffer() override;
IDevice* GetDevice() override;
const CColor& GetClearColor() const override { return m_ClearColor; }
uint32_t GetWidth() const override { return m_Width; }
uint32_t GetHeight() const override { return m_Height; }
uint32_t GetSampleCount() const { return m_SampleCount; }
VkRenderPass GetRenderPass() const { return m_RenderPass; }
VkFramebuffer GetFramebuffer() const { return m_Framebuffer; }
using ColorAttachments = PS::StaticVector;
const ColorAttachments& GetColorAttachments() { return m_ColorAttachments; }
CTexture* GetDepthStencilAttachment() { return m_DepthStencilAttachment; }
AttachmentLoadOp GetColorAttachmentLoadOp() const { return m_ColorAttachmentLoadOp; }
AttachmentStoreOp GetColorAttachmentStoreOp() const { return m_ColorAttachmentStoreOp; }
AttachmentLoadOp GetDepthStencilAttachmentLoadOp() const { return m_DepthStencilAttachmentLoadOp; }
AttachmentStoreOp GetDepthStencilAttachmentStoreOp() const { return m_DepthStencilAttachmentStoreOp; }
DeviceObjectUID GetUID() const { return m_UID; }
private:
friend class CDevice;
friend class CSwapChain;
static std::unique_ptr Create(
CDevice* device, const char* name,
SColorAttachment* colorAttachment, SDepthStencilAttachment* depthStencilAttachment);
CFramebuffer() = default;
CDevice* m_Device = nullptr;
DeviceObjectUID m_UID{INVALID_DEVICE_OBJECT_UID};
CColor m_ClearColor{};
uint32_t m_Width = 0;
uint32_t m_Height = 0;
uint32_t m_SampleCount = 0;
AttachmentLoadOp m_ColorAttachmentLoadOp = AttachmentLoadOp::DONT_CARE;
AttachmentStoreOp m_ColorAttachmentStoreOp = AttachmentStoreOp::DONT_CARE;
AttachmentLoadOp m_DepthStencilAttachmentLoadOp = AttachmentLoadOp::DONT_CARE;
AttachmentStoreOp m_DepthStencilAttachmentStoreOp = AttachmentStoreOp::DONT_CARE;
VkRenderPass m_RenderPass = VK_NULL_HANDLE;
VkFramebuffer m_Framebuffer = VK_NULL_HANDLE;
// It's reponsibility of CFramebuffer owner to guarantee lifetime of
// attachments.
ColorAttachments m_ColorAttachments;
CTexture* m_DepthStencilAttachment = nullptr;
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_FRAMEBUFFER