mirror of https://github.com/axmolengine/axmol.git
88 lines
3.1 KiB
C++
88 lines
3.1 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "Macros.h"
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#include "Types.h"
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#include "RenderPipelineDescriptor.h"
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#include "RenderPassDescriptor.h"
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#include "Texture.h"
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#include "DepthStencilState.h"
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#include "BlendState.h"
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#include "ProgramCache.h"
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#include "ShaderCache.h"
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#include "DeviceInfo.h"
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#include "base/CCRef.h"
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#include <string>
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CC_BACKEND_BEGIN
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class CommandBuffer;
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class Buffer;
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class ShaderModule;
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class RenderPipeline;
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class RenderPass;
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class Device : public cocos2d::Ref
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{
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public:
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friend class ProgramCache;
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friend class ShaderCache;
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static Device* getInstance();
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virtual ~Device() = default;
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// Create a command buffer, not auto released.
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virtual CommandBuffer* newCommandBuffer() = 0;
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// Create a buffer, not auto released.
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virtual Buffer* newBuffer(uint32_t size, BufferType type, BufferUsage usage) = 0;
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// Create a texture, not auto released.
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virtual TextureBackend* newTexture(const TextureDescriptor& descriptor) = 0;
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// Create a auto released depth stencil state.
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virtual DepthStencilState* createDepthStencilState(const DepthStencilDescriptor& descriptor) = 0;
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// Create a auto released blend state.
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virtual BlendState* createBlendState(const BlendDescriptor& descriptor) = 0;
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// Create a render pipeline, not auto released.
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virtual RenderPipeline* newRenderPipeline(const RenderPipelineDescriptor& descriptor) = 0;
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virtual void setFrameBufferOnly(bool frameBufferOnly) = 0;
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inline DeviceInfo* getDeviceInfo() const { return _deviceInfo; }
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protected:
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// Create a auto released shader module.
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virtual ShaderModule* newShaderModule(ShaderStage stage, const std::string& source) = 0;
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// Create a auto released program.
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virtual Program* newProgram(const std::string& vertexShader, const std::string& fragmentShader) = 0;
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DeviceInfo* _deviceInfo = nullptr;
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private:
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static Device* _instance;
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};
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CC_BACKEND_END
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