axmol/cocos/renderer/backend/Device.h

88 lines
3.1 KiB
C++

/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#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