blob: cc12d2295377e831947aa540090344adeb56a0d4 [file] [log] [blame]
//
// Copyright (c) 2002-2013 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.
//
// Framebuffer.h: Defines the gl::Framebuffer class. Implements GL framebuffer
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
#ifndef LIBGLESV2_FRAMEBUFFER_H_
#define LIBGLESV2_FRAMEBUFFER_H_
#include <vector>
#include "common/angleutils.h"
#include "common/RefCountObject.h"
#include "constants.h"
namespace rx
{
class Renderer;
}
namespace gl
{
class FramebufferAttachment;
class Colorbuffer;
class Depthbuffer;
class Stencilbuffer;
class DepthStencilbuffer;
struct Caps;
typedef std::vector<FramebufferAttachment *> ColorbufferInfo;
class Framebuffer
{
public:
Framebuffer(rx::Renderer *renderer, GLuint id);
virtual ~Framebuffer();
GLuint id() const { return mId; }
void setColorbuffer(unsigned int colorAttachment, GLenum type, GLuint colorbuffer, GLint level, GLint layer);
void setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level, GLint layer);
void setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level, GLint layer);
void setDepthStencilBuffer(GLenum type, GLuint depthStencilBuffer, GLint level, GLint layer);
void detachTexture(GLuint texture);
void detachRenderbuffer(GLuint renderbuffer);
FramebufferAttachment *getColorbuffer(unsigned int colorAttachment) const;
FramebufferAttachment *getDepthbuffer() const;
FramebufferAttachment *getStencilbuffer() const;
FramebufferAttachment *getDepthStencilBuffer() const;
FramebufferAttachment *getDepthOrStencilbuffer() const;
FramebufferAttachment *getReadColorbuffer() const;
GLenum getReadColorbufferType() const;
FramebufferAttachment *getFirstColorbuffer() const;
virtual FramebufferAttachment *getAttachment(GLenum attachment) const;
GLenum getDrawBufferState(unsigned int colorAttachment) const;
void setDrawBufferState(unsigned int colorAttachment, GLenum drawBuffer);
bool isEnabledColorAttachment(unsigned int colorAttachment) const;
bool hasEnabledColorAttachment() const;
bool hasStencil() const;
int getSamples() const;
bool usingExtendedDrawBuffers() const;
virtual GLenum completeness() const;
bool hasValidDepthStencil() const;
void invalidate(const Caps &caps, GLsizei numAttachments, const GLenum *attachments);
void invalidateSub(const Caps &caps, GLsizei numAttachments, const GLenum *attachments,
GLint x, GLint y, GLsizei width, GLsizei height);
// Use this method to retrieve the color buffer map when doing rendering.
// It will apply a workaround for poor shader performance on some systems
// by compacting the list to skip NULL values.
ColorbufferInfo getColorbuffersForRender() const;
protected:
rx::Renderer *mRenderer;
GLuint mId;
FramebufferAttachment *mColorbuffers[IMPLEMENTATION_MAX_DRAW_BUFFERS];
GLenum mDrawBufferStates[IMPLEMENTATION_MAX_DRAW_BUFFERS];
GLenum mReadBufferState;
FramebufferAttachment *mDepthbuffer;
FramebufferAttachment *mStencilbuffer;
private:
DISALLOW_COPY_AND_ASSIGN(Framebuffer);
FramebufferAttachment *createAttachment(GLenum binding, GLenum type, GLuint handle, GLint level, GLint layer) const;
};
class DefaultFramebuffer : public Framebuffer
{
public:
DefaultFramebuffer(rx::Renderer *Renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil);
virtual GLenum completeness() const;
virtual FramebufferAttachment *getAttachment(GLenum attachment) const;
private:
DISALLOW_COPY_AND_ASSIGN(DefaultFramebuffer);
};
}
namespace rx
{
class RenderTarget;
// TODO: place this in FramebufferD3D.h
RenderTarget *GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment);
unsigned int GetAttachmentSerial(gl::FramebufferAttachment *attachment);
}
#endif // LIBGLESV2_FRAMEBUFFER_H_