Program Listing for File GPU.hpp

Return to documentation for file (engine/include/Cacao/GPU.hpp)

#pragma once

#include <future>
#include <functional>
#include <memory>

#include "Cacao/FrameProcessor.hpp"
#include "DllHelper.hpp"

#include "glm/glm.hpp"

namespace Cacao {
    class CommandBuffer;

    class CACAO_API GPUCommand {
      public:
        //TODO: Make the command generators

        GPUCommand(const GPUCommand&) = delete;
        GPUCommand& operator=(const GPUCommand&) = delete;
        GPUCommand(GPUCommand&&);
        GPUCommand& operator=(GPUCommand&&);

      protected:
        GPUCommand() {}

        friend class CommandBuffer;
        friend class FrameProcessor;
        friend class PALModule;

        std::function<void(CommandBuffer*)> apply;
    };

    class CACAO_API CommandBuffer {
      public:
        static std::unique_ptr<CommandBuffer> Create();

        CommandBuffer(const CommandBuffer&) = delete;
        CommandBuffer& operator=(const CommandBuffer&) = delete;
        CommandBuffer(CommandBuffer&&) = delete;
        CommandBuffer& operator=(CommandBuffer&&) = delete;

        virtual void Add(GPUCommand&&) {};

        virtual ~CommandBuffer() {};

      protected:
        CommandBuffer() {}
        virtual void Execute() {};
        std::function<void(CommandBuffer*)>&& GetCommandFn(GPUCommand&&);
    };

    class CACAO_API GPUManager {
      public:
        static GPUManager& Get();

        GPUManager(const GPUManager&) = delete;
        GPUManager(GPUManager&&) = delete;
        GPUManager& operator=(const GPUManager&) = delete;
        GPUManager& operator=(GPUManager&&) = delete;

        void Start();

        void Stop();

        bool IsRunning() const {
            return running;
        }

        std::shared_future<void> Submit(std::unique_ptr<CommandBuffer> cmd);

        void SetVSync(bool newState);

        class Impl;
      private:
        std::unique_ptr<Impl> impl;
        friend class ImplAccessor;
        friend class PAL;

        bool running;

        GPUManager();
        ~GPUManager();
    };
}