boo/include/boo/graphicsdev/IGraphicsCommandQueue.hpp

45 lines
1.5 KiB
C++

#ifndef IGFXCOMMANDQUEUE_HPP
#define IGFXCOMMANDQUEUE_HPP
#include "IGraphicsDataFactory.hpp"
#include "boo/IWindow.hpp"
#include <functional>
namespace boo
{
struct IGraphicsCommandQueue
{
virtual ~IGraphicsCommandQueue() = default;
using Platform = IGraphicsDataFactory::Platform;
virtual Platform platform() const=0;
virtual const SystemChar* platformName() const=0;
virtual void setShaderDataBinding(IShaderDataBinding* binding)=0;
virtual void setRenderTarget(ITextureR* target)=0;
virtual void setViewport(const SWindowRect& rect, float znear=0.f, float zfar=1.f)=0;
virtual void setScissor(const SWindowRect& rect)=0;
virtual void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)=0;
virtual void schedulePostFrameHandler(std::function<void(void)>&& func)=0;
virtual void setClearColor(const float rgba[4])=0;
virtual void clearTarget(bool render=true, bool depth=true)=0;
virtual void draw(size_t start, size_t count)=0;
virtual void drawIndexed(size_t start, size_t count)=0;
virtual void drawInstances(size_t start, size_t count, size_t instCount)=0;
virtual void drawInstancesIndexed(size_t start, size_t count, size_t instCount)=0;
virtual void resolveBindTexture(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, bool color, bool depth)=0;
virtual void resolveDisplay(ITextureR* source)=0;
virtual void execute()=0;
virtual void stopRenderer()=0;
};
}
#endif // IGFXCOMMANDQUEUE_HPP