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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_
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