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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/FramebufferImpl.h b/gfx/angle/checkout/src/libANGLE/renderer/FramebufferImpl.h
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/FramebufferImpl.h
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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"
+#include "libANGLE/State.h"
+#include "libANGLE/angletypes.h"
+
+namespace gl
+{
+class Buffer;
+class Framebuffer;
+class FramebufferAttachment;
+struct PixelPackState;
+} // 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 const gl::InternalFormat &getImplementationColorReadFormat(
+ const gl::Context *context) const;
+ virtual angle::Result readPixels(const gl::Context *context,
+ const gl::Rectangle &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelPackState &pack,
+ gl::Buffer *packBuffer,
+ 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 gl::FramebufferStatus checkStatus(const gl::Context *context) const = 0;
+
+ virtual angle::Result syncState(const gl::Context *context,
+ GLenum binding,
+ const gl::Framebuffer::DirtyBits &dirtyBits,
+ gl::Command command) = 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;
+
+ virtual angle::Result onLabelUpdate(const gl::Context *context);
+
+ const gl::FramebufferState &getState() const { return mState; }
+
+ protected:
+ const gl::FramebufferState &mState;
+};
+
+inline bool FramebufferImpl::shouldSyncStateBeforeCheckStatus() const
+{
+ return false;
+}
+
+// Default implementation returns the format specified in the attachment.
+inline const gl::InternalFormat &FramebufferImpl::getImplementationColorReadFormat(
+ const gl::Context *context) const
+{
+ const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
+ return *readAttachment->getFormat().info;
+}
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_