Edit

kc3-lang/angle/src/libANGLE/renderer/d3d/FramebufferD3D.h

Branch :

  • Show log

    Commit

  • Author : Austin Kinross
    Date : 2015-05-05 13:35:47
    Hash : 08332634
    Message : Implement EXT_discard_framebuffer in D3D11 renderer Change-Id: I52bcf0cfb1aa123e085a35730fdefb006b617c3c Reviewed-on: https://chromium-review.googlesource.com/269232 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/d3d/FramebufferD3D.h
  • //
    // 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 <vector>
    #include <cstdint>
    
    #include "libANGLE/angletypes.h"
    #include "libANGLE/renderer/FramebufferImpl.h"
    
    namespace gl
    {
    class FramebufferAttachment;
    struct PixelPackState;
    
    typedef std::vector<const FramebufferAttachment *> AttachmentList;
    
    }
    
    namespace rx
    {
    class RenderTargetD3D;
    class RendererD3D;
    
    struct ClearParameters
    {
        bool clearColor[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
        gl::ColorF colorFClearValue;
        gl::ColorI colorIClearValue;
        gl::ColorUI colorUIClearValue;
        GLenum colorClearType;
        bool colorMaskRed;
        bool colorMaskGreen;
        bool colorMaskBlue;
        bool colorMaskAlpha;
    
        bool clearDepth;
        float depthClearValue;
    
        bool clearStencil;
        GLint stencilClearValue;
        GLuint stencilWriteMask;
    
        bool scissorEnabled;
        gl::Rectangle scissor;
    };
    
    class FramebufferD3D : public FramebufferImpl
    {
      public:
        FramebufferD3D(const gl::Framebuffer::Data &data, RendererD3D *renderer);
        virtual ~FramebufferD3D();
    
        void onUpdateColorAttachment(size_t index) override;
        void onUpdateDepthAttachment() override;
        void onUpdateStencilAttachment() override;
        void onUpdateDepthStencilAttachment() override;
    
        void setDrawBuffers(size_t count, const GLenum *buffers) override;
        void setReadBuffer(GLenum buffer) override;
    
        gl::Error clear(const gl::Data &data, GLbitfield mask) override;
        gl::Error clearBufferfv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLfloat *values) override;
        gl::Error clearBufferuiv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLuint *values) override;
        gl::Error clearBufferiv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLint *values) override;
        gl::Error clearBufferfi(const gl::State &state, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) override;
    
        GLenum getImplementationColorReadFormat() const override;
        GLenum getImplementationColorReadType() const override;
        gl::Error readPixels(const gl::State &state, const gl::Rectangle &area, GLenum format, GLenum type, GLvoid *pixels) const override;
    
        gl::Error blit(const gl::State &state, const gl::Rectangle &sourceArea, const gl::Rectangle &destArea,
                       GLbitfield mask, GLenum filter, const gl::Framebuffer *sourceFramebuffer) override;
    
        GLenum checkStatus() const override;
    
        const gl::AttachmentList &getColorAttachmentsForRender(const Workarounds &workarounds) const;
    
      protected:
        // Cache variable
        mutable gl::AttachmentList mColorAttachmentsForRender;
        mutable bool mInvalidateColorAttachmentCache;
    
      private:
        RendererD3D *const mRenderer;
    
        virtual gl::Error clear(const gl::State &state, const ClearParameters &clearParams) = 0;
    
        virtual gl::Error readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch,
                                     const gl::PixelPackState &pack, uint8_t *pixels) const = 0;
    
        virtual gl::Error blit(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;
    
        virtual GLenum getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const = 0;
    };
    
    unsigned int GetAttachmentSerial(const gl::FramebufferAttachment *attachment);
    
    }
    
    #endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_