/* =========================================================================== Copyright (C) 2022-2023 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // Rendering Hardware Interface - public interface #pragma once #include namespace RHI { typedef uint32_t Handle; #define RHI_HANDLE_TYPE(TypeName) struct TypeName { Handle v; }; \ inline bool operator==(TypeName a, TypeName b) { return a.v == b.v; } \ inline bool operator!=(TypeName a, TypeName b) { return a.v != b.v; } RHI_HANDLE_TYPE(HBuffer); RHI_HANDLE_TYPE(HRootSignature); RHI_HANDLE_TYPE(HDescriptorTable); RHI_HANDLE_TYPE(HPipeline); RHI_HANDLE_TYPE(HTexture); RHI_HANDLE_TYPE(HSampler); RHI_HANDLE_TYPE(HShader); #undef RHI_HANDLE_TYPE struct MappedTexture { uint8_t* mappedData; uint32_t rowCount; uint32_t columnCount; uint32_t srcRowByteCount; uint32_t dstRowByteCount; }; }