/**************************************************************************/
/* aftermath.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "aftermath_data.h"
#include "core/object/object.h"
/**
* Aftermath - thin singleton wrapper around AftermathContext.
*
* Activation: both build flag AFTERMATH_ENABLED and
* Engine::is_generate_spirv_debug_info_enabled() must be true at runtime.
* All public methods compile to inline no-ops when AFTERMATH_ENABLED is off.
*
* No project settings, no GDScript bindings, no editor UI.
*/
class Aftermath : public Object {
GDCLASS(Aftermath, Object);
protected:
static Aftermath *singleton;
static void _bind_methods();
public:
static Aftermath *get_singleton() { return singleton; }
/**
* Returns true when Aftermath is both compiled in and the runtime
* debug-info flag is set. All internal calls gate on this.
*/
static bool is_active();
/**
* Lifecycle / backend-init markers. Driver backends call these at
* the appropriate points.
*/
void emit_marker(AftermathMarkerType p_marker);
/**
* Register a shader binary for Aftermath hash-lookup.
* Only effective when is_active() == true.
*/
void register_shader(AftermathShaderType p_type, const uint8_t *p_bytes, uint32_t p_size);
/**
* Vulkan-specific: return extension names / pNext structure pointers
* needed during VkDevice creation.
*/
void *get_internal_parameter(AftermathInternalParameterType p_type);
Aftermath();
virtual ~Aftermath();
};