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GraphicsPipeline.h
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1/*--------------------------------------------------------------------------------------------
2Copyright (c) 2019, NDEVR LLC
3tyler.parke@ndevr.org
4 __ __ ____ _____ __ __ _______
5 | \ | | | __ \ | ___|\ \ / / | __ \
6 | \ | | | | \ \ | |___ \ \ / / | |__) |
7 | . \| | | |__/ / | |___ \ V / | _ /
8 | |\ |_|_____/__|_____|___\_/____| | \ \
9 |__| \__________________________________| \__\
10
11Subject to the terms of the Enterprise+ Agreement, NDEVR hereby grants
12Licensee a limited, non-exclusive, non-transferable, royalty-free license
13(without the right to sublicense) to use the API solely for the purpose of
14Licensee's internal development efforts to develop applications for which
15the API was provided.
16
17The above copyright notice and this permission notice shall be included in all
18copies or substantial portions of the Software.
19
20THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
21INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
22PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
23FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
24OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
25DEALINGS IN THE SOFTWARE.
26
27Library: Graphics
28File: Pipeline
29Included in API: True
30Author(s): Tyler Parke
31 *-----------------------------------------------------------------------------------------**/
32#pragma once
34namespace NDEVR
35{
36 class GraphicsUpdateArguments;
37 class Log;
38 class WindowInstance;
39 class GraphicsSession;
40 class GraphicsDevice;
41 template<class t_type>
43 /**--------------------------------------------------------------------------------------------------
44 \brief A GraphicsPipeline is a set of resources that are chained together to correctly render something
45 **/
47 {
48 public:
49 virtual ~GraphicsPipeline(){};
50 virtual bool runCommand(GraphicsUpdateArguments& args) = 0;
51 virtual void commit(GraphicsUpdateArguments& args) = 0;
53 virtual bool createPipeline(GraphicsUpdateArguments& args) = 0;
54 //virtual void setDevice(const DynamicPointer<GraphicsDevice>& instance) = 0;
55 virtual const ConstPointer<GraphicsDevice>& device() const = 0;
57 virtual bool hasCommand() const = 0;
58 virtual void drawFrame(GraphicsUpdateArguments& args) = 0;
59 virtual void ensureLastRenderComplete() = 0;
60 virtual void cleanup() = 0;
61 virtual void setWindowInstance(WindowInstance* instance) = 0;
62 virtual void cleanResources() = 0;
63 virtual void init(GraphicsUpdateArguments& args) = 0;
64 };
65}
#define NDEVR_GRAPHICS_API
Definition DLLInfo.h:56
Provides a constant, unmodifiable pointer that has shared ownership of a dynamically allocated object...
Definition GraphicsPipeline.h:42
Provides a modifiable pointer that has shared ownership of a dynamically allocated object.
Definition Pointer.hpp:320
A GraphicsPipeline is a set of resources that are chained together to correctly render something.
Definition GraphicsPipeline.h:47
virtual void ensureLastRenderComplete()=0
virtual void commit(GraphicsUpdateArguments &args)=0
virtual const DynamicPointer< GraphicsDevice > & device()=0
virtual const ConstPointer< GraphicsDevice > & device() const =0
virtual void drawFrame(GraphicsUpdateArguments &args)=0
virtual ~GraphicsPipeline()
Definition GraphicsPipeline.h:49
virtual bool createPipeline(GraphicsUpdateArguments &args)=0
virtual void init(GraphicsUpdateArguments &args)=0
virtual void setWindowInstance(WindowInstance *instance)=0
virtual void cleanup()=0
virtual void updateUniformBuffer(GraphicsUpdateArguments &args)=0
virtual bool runCommand(GraphicsUpdateArguments &args)=0
virtual void cleanResources()=0
virtual bool hasCommand() const =0
Options that are used for performing an update on a Graphics Engine call.
Definition GraphicsUpdateArguments.h:43
Definition ACIColor.h:37