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kc3-lang/angle/src/libGLESv2/Framebuffer.h

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  • Author : Jacek Caban
    Date : 2014-10-01 17:23:46
    Hash : a5521de2
    Message : Fixed mingw compilation. Change-Id: I8ae33c752feb19e291e4a3b128d21a0ced883c90 Reviewed-on: https://chromium-review.googlesource.com/220761 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Shannon Woods <shannonwoods@chromium.org>

  • src/libGLESv2/Framebuffer.h
  • //
    // 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_