mirror of https://github.com/axmolengine/axmol.git
63 lines
1.8 KiB
C++
63 lines
1.8 KiB
C++
#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 Texture* 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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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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