Renderer/RenderPass: Implement RenderPass correctly

This commit is contained in:
Jérôme Leclercq
2021-02-15 18:14:47 +01:00
parent 3d84479d0e
commit d058a127e1
11 changed files with 543 additions and 133 deletions

View File

@@ -11,6 +11,96 @@
namespace Nz
{
enum class AttachmentLoadOp
{
Clear,
Discard,
Load
};
enum class AttachmentStoreOp
{
Discard,
Store
};
enum class MemoryAccess
{
ColorRead,
ColorWrite,
DepthStencilRead,
DepthStencilWrite,
IndexBufferRead,
IndirectCommandRead,
HostRead,
HostWrite,
MemoryRead,
MemoryWrite,
ShaderRead,
ShaderWrite,
TransferRead,
TransferWrite,
UniformBufferRead,
VertexBufferRead,
Max = VertexBufferRead
};
template<>
struct EnumAsFlags<MemoryAccess>
{
static constexpr MemoryAccess max = MemoryAccess::Max;
};
using MemoryAccessFlags = Flags<MemoryAccess>;
enum class PipelineStage
{
TopOfPipe,
ColorOutput,
DrawIndirect,
FragmentShader,
FragmentTestsEarly,
FragmentTestsLate,
GeometryShader,
TessellationControlShader,
TessellationEvaluationShader,
Transfer,
TransformFeedback,
VertexInput,
VertexShader,
BottomOfPipe,
Max = BottomOfPipe
};
template<>
struct EnumAsFlags<PipelineStage>
{
static constexpr PipelineStage max = PipelineStage::Max;
};
using PipelineStageFlags = Flags<PipelineStage>;
enum class QueueType
{
Compute,
Graphics,
Transfer,
Max = Transfer
};
template<>
struct EnumAsFlags<QueueType>
{
static constexpr QueueType max = QueueType::Max;
};
using QueueTypeFlags = Flags<QueueType>;
enum class RenderAPI
{
Direct3D, ///< Microsoft Render API, only works on MS platforms
@@ -53,22 +143,17 @@ namespace Nz
SpirV
};
enum class QueueType
enum class TextureLayout
{
Compute,
Graphics,
Transfer,
Max = Transfer
ColorInput,
ColorOutput,
DepthStencilInput,
DepthStencilOutput,
Present,
TransferSource,
TransferDestination,
Undefined
};
template<>
struct EnumAsFlags<QueueType>
{
static constexpr QueueType max = QueueType::Max;
};
using QueueTypeFlags = Flags<QueueType>;
}
#endif // NAZARA_ENUMS_RENDERER_HPP