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//
// Copyright 2014 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.
//

// FramebufferImpl.h: Defines the abstract rx::FramebufferImpl class.

#ifndef LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
#define LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_

#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"

namespace gl
{
class State;
class Framebuffer;
class FramebufferAttachment;
struct Rectangle;
}  // namespace gl

namespace rx
{
class DisplayImpl;

class FramebufferImpl : angle::NonCopyable
{
  public:
    explicit FramebufferImpl(const gl::FramebufferState &state) : mState(state) {}
    virtual ~FramebufferImpl() {}
    virtual void destroy(const gl::Context *context) {}

    virtual angle::Result discard(const gl::Context *context,
                                  size_t count,
                                  const GLenum *attachments)       = 0;
    virtual angle::Result invalidate(const gl::Context *context,
                                     size_t count,
                                     const GLenum *attachments)    = 0;
    virtual angle::Result invalidateSub(const gl::Context *context,
                                        size_t count,
                                        const GLenum *attachments,
                                        const gl::Rectangle &area) = 0;

    virtual angle::Result clear(const gl::Context *context, GLbitfield mask) = 0;
    virtual angle::Result clearBufferfv(const gl::Context *context,
                                        GLenum buffer,
                                        GLint drawbuffer,
                                        const GLfloat *values)               = 0;
    virtual angle::Result clearBufferuiv(const gl::Context *context,
                                         GLenum buffer,
                                         GLint drawbuffer,
                                         const GLuint *values)               = 0;
    virtual angle::Result clearBufferiv(const gl::Context *context,
                                        GLenum buffer,
                                        GLint drawbuffer,
                                        const GLint *values)                 = 0;
    virtual angle::Result clearBufferfi(const gl::Context *context,
                                        GLenum buffer,
                                        GLint drawbuffer,
                                        GLfloat depth,
                                        GLint stencil)                       = 0;

    virtual GLenum getImplementationColorReadFormat(const gl::Context *context) const = 0;
    virtual GLenum getImplementationColorReadType(const gl::Context *context) const   = 0;
    virtual angle::Result readPixels(const gl::Context *context,
                                     const gl::Rectangle &area,
                                     GLenum format,
                                     GLenum type,
                                     void *pixels)                                    = 0;

    virtual angle::Result blit(const gl::Context *context,
                               const gl::Rectangle &sourceArea,
                               const gl::Rectangle &destArea,
                               GLbitfield mask,
                               GLenum filter) = 0;

    virtual bool checkStatus(const gl::Context *context) const = 0;

    virtual angle::Result syncState(const gl::Context *context,
                                    const gl::Framebuffer::DirtyBits &dirtyBits) = 0;

    virtual angle::Result getSamplePosition(const gl::Context *context,
                                            size_t index,
                                            GLfloat *xy) const = 0;

    // Special configuration option for checkStatus(). Some back-ends don't require a syncState
    // before calling checkStatus. In practice the GL back-end is the only config that needs
    // syncState because it depends on the behaviour of the driver. Allowing the Vulkan and
    // D3D back-ends to skip syncState lets us do more work in the syncState call.
    virtual bool shouldSyncStateBeforeCheckStatus() const;

    const gl::FramebufferState &getState() const { return mState; }

  protected:
    const gl::FramebufferState &mState;
};

inline bool FramebufferImpl::shouldSyncStateBeforeCheckStatus() const
{
    return false;
}

}  // namespace rx

#endif  // LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_