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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_ITEXTURE
#define INCLUDED_RENDERER_BACKEND_ITEXTURE
#include "renderer/backend/Format.h"
#include "renderer/backend/IDeviceObject.h"
#include "renderer/backend/Sampler.h"
#include <cstdint>
namespace Renderer
{
namespace Backend
{
class ITexture : public IDeviceObject<ITexture>
{
public:
enum class Type
{
TEXTURE_2D,
TEXTURE_2D_MULTISAMPLE,
TEXTURE_CUBE
};
virtual Type GetType() const = 0;
virtual Format GetFormat() const = 0;
virtual uint32_t GetWidth() const = 0;
virtual uint32_t GetHeight() const = 0;
virtual uint32_t GetMIPLevelCount() const = 0;
};
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_ITEXTURE
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