// // 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. // // FramebufferD3D.h: Defines the DefaultAttachmentD3D and FramebufferD3D classes. #ifndef LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_ #define LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_ #include #include #include "common/Color.h" #include "common/Optional.h" #include "libANGLE/angletypes.h" #include "libANGLE/renderer/FramebufferImpl.h" namespace gl { class FramebufferAttachment; struct PixelPackState; typedef std::vector AttachmentList; } // namespace gl namespace rx { class RendererD3D; class RenderTargetD3D; struct ClearParameters { ClearParameters(); ClearParameters(const ClearParameters &other); gl::DrawBufferMask clearColor; gl::ColorF colorF; gl::ColorI colorI; gl::ColorUI colorUI; GLenum colorType; gl::BlendStateExt::ColorMaskStorage::Type colorMask; bool clearDepth; float depthValue; bool clearStencil; GLint stencilValue; GLuint stencilWriteMask; bool scissorEnabled; gl::Rectangle scissor; }; class FramebufferD3D : public FramebufferImpl { public: FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer); ~FramebufferD3D() override; angle::Result clear(const gl::Context *context, GLbitfield mask) override; angle::Result clearBufferfv(const gl::Context *context, GLenum buffer, GLint drawbuffer, const GLfloat *values) override; angle::Result clearBufferuiv(const gl::Context *context, GLenum buffer, GLint drawbuffer, const GLuint *values) override; angle::Result clearBufferiv(const gl::Context *context, GLenum buffer, GLint drawbuffer, const GLint *values) override; angle::Result clearBufferfi(const gl::Context *context, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) override; angle::Result readPixels(const gl::Context *context, const gl::Rectangle &area, GLenum format, GLenum type, const gl::PixelPackState &pack, gl::Buffer *packBuffer, void *pixels) override; angle::Result blit(const gl::Context *context, const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, GLbitfield mask, GLenum filter) override; gl::FramebufferStatus checkStatus(const gl::Context *context) const override; angle::Result syncState(const gl::Context *context, GLenum binding, const gl::Framebuffer::DirtyBits &dirtyBits, gl::Command command) override; const gl::AttachmentList &getColorAttachmentsForRender(const gl::Context *context); const gl::DrawBufferMask getLastColorAttachmentsForRenderMask() const { return mColorAttachmentsForRenderMask; } void destroy(const gl::Context *context) override; private: virtual angle::Result clearImpl(const gl::Context *context, const ClearParameters &clearParams) = 0; virtual angle::Result readPixelsImpl(const gl::Context *context, const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch, const gl::PixelPackState &pack, gl::Buffer *packBuffer, uint8_t *pixels) = 0; virtual angle::Result blitImpl(const gl::Context *context, const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter, const gl::Framebuffer *sourceFramebuffer) = 0; RendererD3D *mRenderer; Optional mColorAttachmentsForRender; gl::DrawBufferMask mCurrentActiveProgramOutputs; gl::DrawBufferMask mColorAttachmentsForRenderMask; gl::FramebufferAttachment mMockAttachment; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_