Hash :
d4874cb3
Author :
Date :
2020-06-25T10:49:32
Reformat Framebuffer::readPixels
Reformat Framebuffer::readPixels and its overriding methods
to the following method signature
angle::Result readPixels(const Context *context,
const Rectangle &area,
GLenum format,
GLenum type,
const PixelPackState &pack,
Buffer *packBuffer
void *pixels);
This will allow capture replay tool to use its own PixelPackState
to read pixels from framebuffer without having to set the global states
Bug: angleproject:4787
Change-Id: Idc64179d8e8f6b5163ef0747f239cd5172a2491b
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2267417
Commit-Queue: Manh Nguyen <nguyenmh@google.com>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// 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 <cstdint>
#include <vector>
#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<const FramebufferAttachment *> 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;
bool checkStatus(const gl::Context *context) const override;
angle::Result syncState(const gl::Context *context,
GLenum binding,
const gl::Framebuffer::DirtyBits &dirtyBits) 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<gl::AttachmentList> mColorAttachmentsForRender;
gl::DrawBufferMask mCurrentActiveProgramOutputs;
gl::DrawBufferMask mColorAttachmentsForRenderMask;
gl::FramebufferAttachment mDummyAttachment;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_