#pragma once
#include "Macros.h"
#include "Types.h"
#include "RenderPipelineDescriptor.h"
#include "RenderPassDescriptor.h"
#include "Texture.h"
#include "DepthStencilState.h"
#include "BlendState.h"
#include "ProgramCache.h"
#include "ShaderCache.h"
#include "DeviceInfo.h"
#include "base/CCRef.h"
#include <string>
CC_BACKEND_BEGIN
class CommandBuffer;
class Buffer;
class ShaderModule;
class RenderPipeline;
class RenderPass;
class Device : public cocos2d::Ref
{
public:
friend class ProgramCache;
friend class ShaderCache;
static Device* getInstance();
virtual ~Device() = default;
// Create a command buffer, not auto released.
virtual CommandBuffer* newCommandBuffer() = 0;
// Create a buffer, not auto released.
virtual Buffer* newBuffer(uint32_t size, BufferType type, BufferUsage usage) = 0;
// Create a texture, not auto released.
virtual TextureBackend* newTexture(const TextureDescriptor& descriptor) = 0;
// Create a auto released depth stencil state.
virtual DepthStencilState* createDepthStencilState(const DepthStencilDescriptor& descriptor) = 0;
// Create a auto released blend state.
virtual BlendState* createBlendState(const BlendDescriptor& descriptor) = 0;
// Create a render pipeline, not auto released.
virtual RenderPipeline* newRenderPipeline(const RenderPipelineDescriptor& descriptor) = 0;
virtual void setFrameBufferOnly(bool frameBufferOnly) = 0;
inline DeviceInfo* getDeviceInfo() const { return _deviceInfo; }
protected:
// Create a auto released shader module.
virtual ShaderModule* newShaderModule(ShaderStage stage, const std::string& source) = 0;
// Create a auto released program.
virtual Program* newProgram(const std::string& vertexShader, const std::string& fragmentShader) = 0;
DeviceInfo* _deviceInfo = nullptr;
private:
static Device* _instance;
};
CC_BACKEND_END