Hash :
8415b5fd
Author :
Date :
2016-04-26T13:41:39
Pass ContextImpl to Framebuffer methods instead of ContextState. BUG=angleproject:1363 Change-Id: I7e7524d95f2ca31c35918f9fe5c0cb681ed93616 Reviewed-on: https://chromium-review.googlesource.com/340746 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: 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 <vector>
#include <cstdint>
#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 rx
{
class RendererD3D;
class RenderTargetD3D;
struct WorkaroundsD3D;
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::FramebufferState &data, RendererD3D *renderer);
virtual ~FramebufferD3D();
gl::Error clear(ContextImpl *impl, GLbitfield mask) override;
gl::Error clearBufferfv(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) override;
gl::Error clearBufferuiv(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) override;
gl::Error clearBufferiv(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
const GLint *values) override;
gl::Error clearBufferfi(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) override;
GLenum getImplementationColorReadFormat() const override;
GLenum getImplementationColorReadType() const override;
gl::Error readPixels(ContextImpl *impl,
const gl::Rectangle &area,
GLenum format,
GLenum type,
GLvoid *pixels) const override;
gl::Error blit(ContextImpl *impl,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) override;
bool checkStatus() const override;
void syncState(const gl::Framebuffer::DirtyBits &dirtyBits) override;
const gl::AttachmentList &getColorAttachmentsForRender() const;
private:
virtual gl::Error clearImpl(ContextImpl *impl, const ClearParameters &clearParams) = 0;
virtual gl::Error readPixelsImpl(const gl::Rectangle &area,
GLenum format,
GLenum type,
size_t outputPitch,
const gl::PixelPackState &pack,
uint8_t *pixels) const = 0;
virtual gl::Error blitImpl(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;
RendererD3D *mRenderer;
Optional<gl::AttachmentList> mColorAttachmentsForRender;
};
}
#endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_