// // 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_