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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsVulkanPrerequisites.h"
- #include "BsVulkanResource.h"
- namespace bs
- {
- /** @addtogroup Vulkan
- * @{
- */
- /** Represents a single attachment in a Vulkan frame-buffer. */
- struct VULKAN_ATTACHMENT_DESC
- {
- /** Image to attach or null if none. */
- VulkanImage* image;
- /** View of the image to attach or VK_NULL_HANDLE if none. */
- VkImageView view;
- /** Format of the attached image. */
- VkFormat format;
- /** Initial layer of the surface as pointed to by the provided image view. */
- UINT32 baseLayer;
- };
- /** Contains parameters used for initializing VulkanFrameBuffer object. */
- struct VULKAN_FRAMEBUFFER_DESC
- {
- /** Images describing the color attachments. */
- VULKAN_ATTACHMENT_DESC color[BS_MAX_MULTIPLE_RENDER_TARGETS];
- /** Image describing the depth attachment. */
- VULKAN_ATTACHMENT_DESC depth;
- /** Width of the images, in pixels. All images must be the same size. */
- UINT32 width;
- /** Height of the images, in pixels. All images must be the same size. */
- UINT32 height;
- /** Number of image layers to render to. This value is used for all provided surfaces. */
- UINT32 layers;
- /** Number of samples in the attached images. All attachments must have the same number of samples. */
- UINT32 numSamples;
- /** Set to true if framebuffer represents an offscreen surface that will not be presented. */
- bool offscreen;
- };
- /** Vulkan frame buffer containing one or multiple color surfaces, and an optional depth surface. */
- class VulkanFramebuffer : public VulkanResource
- {
- public:
- /** Creates a new frame buffer with the specified image views attached.
- *
- * @param[in] owner Resource manager that allocated this resource.
- * @param[in] desc Description of the frame buffer.
- */
- VulkanFramebuffer(VulkanResourceManager* owner, const VULKAN_FRAMEBUFFER_DESC& desc);
- ~VulkanFramebuffer();
- /** Returns a unique ID of this framebuffer. */
- UINT32 getId() const { return mId; }
- /**
- * Gets internal Vulkan render pass object.
- *
- * @param[in] preserveContents If true, returns render pass that preserves existing framebuffer attachment
- * contents on load. Otherwise returns render pass that discards them (more
- * efficient).
- */
- VkRenderPass getRenderPass(bool preserveContents) const;
- /**
- * Gets internal Vulkan framebuffer object.
- *
- * @param[in] preserveContents If true, returns render pass that preserves existing framebuffer attachment
- * contents on load. Otherwise returns render pass that discards them (more
- * efficient).
- */
- VkFramebuffer getFramebuffer(bool preserveContents) const;
- /**
- * Gets the number of layers in each framebuffer surface. A layer is an element in a texture array, or a depth
- * slice in a 3D texture).
- */
- UINT32 getNumLayers() const { return mNumLayers; }
- /** Returns the image representing the color attachment at the provided index. */
- VulkanImage* getColorImage(UINT32 colorIdx) const { return mColorImages[colorIdx]; }
- /** Returns the image representing the depth/stencil attachment, if one exists. */
- VulkanImage* getDepthStencilImage() const { return mDepthStencilImage; }
- /** Returns the initial layer of the color texture surface in which to start rendering. */
- UINT32 getColorBaseLayer(UINT32 colorIdx) const { return mColorBaseLayers[colorIdx]; }
- /** Returns the initial layer of the depth-stencil texture surface in which to start rendering. */
- UINT32 getDepthStencilBaseLayer() const { return mDepthBaseLayer; }
- /** Gets the total number of frame-buffer attachments, including both color and depth. */
- UINT32 getNumAttachments() const { return mNumAttachments; }
- /** Gets the number of color frame-buffer attachments. */
- UINT32 getNumColorAttachments() const { return mNumColorAttachments; }
- /** Returns true if the framebuffer has a depth attachment. */
- bool hasDepthAttachment() const { return mHasDepth; }
- /** Returns sample flags that determine if the framebuffer supports multi-sampling, and for how many samples. */
- VkSampleCountFlagBits getSampleFlags() const { return mSampleFlags; }
- private:
- UINT32 mId;
- VkRenderPass mRenderPassDiscard;
- VkFramebuffer mFramebufferDiscard;
- VkRenderPass mRenderPassPreserve;
- VkFramebuffer mFramebufferPreserve;
- UINT32 mNumAttachments;
- UINT32 mNumColorAttachments;
- UINT32 mNumLayers;
- VulkanImage* mColorImages[BS_MAX_MULTIPLE_RENDER_TARGETS];
- VulkanImage* mDepthStencilImage;
- UINT32 mColorBaseLayers[BS_MAX_MULTIPLE_RENDER_TARGETS];
- UINT32 mDepthBaseLayer;
- bool mHasDepth;
- VkSampleCountFlagBits mSampleFlags;
- static UINT32 sNextValidId;
- };
- /** @} */
- }
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