/* 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