mirror of https://github.com/axmolengine/axmol.git
154 lines
5.2 KiB
C++
154 lines
5.2 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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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 "RenderPassDescriptor.h"
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#include "Texture.h"
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#include "DepthStencilState.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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NS_AX_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 RenderTarget;
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/**
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* @addtogroup _backend
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* @{
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*/
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/**
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* New or create resources from Device.
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*/
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class AX_DLL Device : public ax::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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/**
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* Returns a shared instance of the device.
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*/
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static Device* getInstance();
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virtual ~Device() = default;
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/**
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* New a CommandBuffer object, not auto released.
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* @return A CommandBuffer object.
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*/
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virtual CommandBuffer* newCommandBuffer() = 0;
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/**
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* New a Buffer object, not auto released.
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* @param size Specifies the size in bytes of the buffer object's new data store.
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* @param type Specifies the target buffer object. The symbolic constant must be BufferType::VERTEX or
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* BufferType::INDEX.
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* @param usage Specifies the expected usage pattern of the data store. The symbolic constant must be
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* BufferUsage::STATIC, BufferUsage::DYNAMIC.
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* @return A Buffer object.
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*/
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virtual Buffer* newBuffer(size_t size, BufferType type, BufferUsage usage) = 0;
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/**
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* New a TextureBackend object, not auto released.
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* @param descriptor Specifies texture description.
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* @return A TextureBackend object.
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*/
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virtual TextureBackend* newTexture(const TextureDescriptor& descriptor) = 0;
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virtual RenderTarget* newDefaultRenderTarget(TargetBufferFlags rtf) = 0;
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virtual RenderTarget* newRenderTarget(TargetBufferFlags rtf,
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TextureBackend* colorAttachment = nullptr,
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TextureBackend* depthAttachment = nullptr,
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TextureBackend* stencilAttachhment = nullptr) = 0;
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virtual DepthStencilState* newDepthStencilState() = 0;
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/**
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* New a RenderPipeline object, not auto released.
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* @param descriptor Specifies render pipeline description.
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* @return A RenderPipeline object.
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*/
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virtual RenderPipeline* newRenderPipeline() = 0;
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/**
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* This property controls whether or not the drawables'
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* metal textures may only be used for framebuffer attachments (YES) or
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* whether they may also be used for texture sampling and pixel
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* read/write operations (NO).
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* @param frameBufferOnly A value of YES allows CAMetalLayer to allocate the MTLTexture objects in ways that are
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* optimized for display purposes that makes them unsuitable for sampling. The recommended value for most
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* applications is YES.
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* @note This interface is specificaly designed for metal.
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*/
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virtual void setFrameBufferOnly(bool frameBufferOnly) = 0;
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/**
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* Create an auto released Program.
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* @param vertexShader Specifes this is a vertex shader source.
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* @param fragmentShader Specifes this is a fragment shader source.
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* @return A Program instance.
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*/
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virtual Program* newProgram(std::string_view vertexShader, std::string_view fragmentShader) = 0;
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/**
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* Get a DeviceInfo object.
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* @return A DeviceInfo object.
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*/
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inline DeviceInfo* getDeviceInfo() const { return _deviceInfo; }
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protected:
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/**
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* New a shaderModule, not auto released.
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* @param stage Specifies whether is vertex shader or fragment shader.
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* @param source Specifies shader source.
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* @return A ShaderModule object.
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*/
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virtual ShaderModule* newShaderModule(ShaderStage stage, std::string_view source) = 0;
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DeviceInfo* _deviceInfo = nullptr; ///< Device information.
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private:
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static Device* _instance;
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};
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// end of _backend group
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/// @}
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NS_AX_BACKEND_END
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