/* 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