// // 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 #include #include "common/Optional.h" #include "libANGLE/angletypes.h" #include "libANGLE/renderer/FramebufferImpl.h" namespace gl { class FramebufferAttachment; struct PixelPackState; typedef std::vector 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::Framebuffer::Data &data, RendererD3D *renderer); virtual ~FramebufferD3D(); gl::Error clear(const gl::Data &data, GLbitfield mask) override; gl::Error clearBufferfv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLfloat *values) override; gl::Error clearBufferuiv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLuint *values) override; gl::Error clearBufferiv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLint *values) override; gl::Error clearBufferfi(const gl::Data &data, 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; bool checkStatus() const override; void syncState(const gl::Framebuffer::DirtyBits &dirtyBits) override; const gl::AttachmentList &getColorAttachmentsForRender() const; private: virtual gl::Error clear(const gl::Data &data, 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 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; RendererD3D *mRenderer; Optional mColorAttachmentsForRender; }; } #endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_