| // | |
| // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // Framebuffer.h: Defines the gl::Framebuffer class. Implements GL framebuffer | |
| // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105. | |
| #ifndef LIBGLESV2_FRAMEBUFFER_H_ | |
| #define LIBGLESV2_FRAMEBUFFER_H_ | |
| #include <vector> | |
| #include "common/angleutils.h" | |
| #include "common/RefCountObject.h" | |
| #include "Constants.h" | |
| namespace rx | |
| { | |
| class Renderer; | |
| } | |
| namespace gl | |
| { | |
| class FramebufferAttachment; | |
| class Colorbuffer; | |
| class Depthbuffer; | |
| class Stencilbuffer; | |
| class DepthStencilbuffer; | |
| struct Caps; | |
| typedef std::vector<FramebufferAttachment *> ColorbufferInfo; | |
| class Framebuffer | |
| { | |
| public: | |
| Framebuffer(rx::Renderer *renderer, GLuint id); | |
| virtual ~Framebuffer(); | |
| GLuint id() const { return mId; } | |
| void setColorbuffer(unsigned int colorAttachment, GLenum type, GLuint colorbuffer, GLint level, GLint layer); | |
| void setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level, GLint layer); | |
| void setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level, GLint layer); | |
| void setDepthStencilBuffer(GLenum type, GLuint depthStencilBuffer, GLint level, GLint layer); | |
| void detachTexture(GLuint texture); | |
| void detachRenderbuffer(GLuint renderbuffer); | |
| FramebufferAttachment *getColorbuffer(unsigned int colorAttachment) const; | |
| FramebufferAttachment *getDepthbuffer() const; | |
| FramebufferAttachment *getStencilbuffer() const; | |
| FramebufferAttachment *getDepthStencilBuffer() const; | |
| FramebufferAttachment *getDepthOrStencilbuffer() const; | |
| FramebufferAttachment *getReadColorbuffer() const; | |
| GLenum getReadColorbufferType() const; | |
| FramebufferAttachment *getFirstColorbuffer() const; | |
| virtual FramebufferAttachment *getAttachment(GLenum attachment) const; | |
| GLenum getDrawBufferState(unsigned int colorAttachment) const; | |
| void setDrawBufferState(unsigned int colorAttachment, GLenum drawBuffer); | |
| bool isEnabledColorAttachment(unsigned int colorAttachment) const; | |
| bool hasEnabledColorAttachment() const; | |
| bool hasStencil() const; | |
| int getSamples() const; | |
| bool usingExtendedDrawBuffers() const; | |
| virtual GLenum completeness() const; | |
| bool hasValidDepthStencil() const; | |
| void invalidate(const Caps &caps, GLsizei numAttachments, const GLenum *attachments); | |
| void invalidateSub(const Caps &caps, GLsizei numAttachments, const GLenum *attachments, | |
| GLint x, GLint y, GLsizei width, GLsizei height); | |
| // Use this method to retrieve the color buffer map when doing rendering. | |
| // It will apply a workaround for poor shader performance on some systems | |
| // by compacting the list to skip NULL values. | |
| ColorbufferInfo getColorbuffersForRender() const; | |
| protected: | |
| rx::Renderer *mRenderer; | |
| GLuint mId; | |
| FramebufferAttachment *mColorbuffers[IMPLEMENTATION_MAX_DRAW_BUFFERS]; | |
| GLenum mDrawBufferStates[IMPLEMENTATION_MAX_DRAW_BUFFERS]; | |
| GLenum mReadBufferState; | |
| FramebufferAttachment *mDepthbuffer; | |
| FramebufferAttachment *mStencilbuffer; | |
| private: | |
| DISALLOW_COPY_AND_ASSIGN(Framebuffer); | |
| FramebufferAttachment *createAttachment(GLenum binding, GLenum type, GLuint handle, GLint level, GLint layer) const; | |
| }; | |
| class DefaultFramebuffer : public Framebuffer | |
| { | |
| public: | |
| DefaultFramebuffer(rx::Renderer *Renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil); | |
| virtual GLenum completeness() const; | |
| virtual FramebufferAttachment *getAttachment(GLenum attachment) const; | |
| private: | |
| DISALLOW_COPY_AND_ASSIGN(DefaultFramebuffer); | |
| }; | |
| } | |
| namespace rx | |
| { | |
| class RenderTarget; | |
| // TODO: place this in FramebufferD3D.h | |
| RenderTarget *GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment); | |
| unsigned int GetAttachmentSerial(gl::FramebufferAttachment *attachment); | |
| } | |
| #endif // LIBGLESV2_FRAMEBUFFER_H_ |