| // |
| // 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_ |