// // Copyright (c) 2012-2015 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. // // RenderTargetD3D.h: Defines an abstract wrapper class to manage IDirect3DSurface9 // and ID3D11View objects belonging to renderbuffers and renderable textures. #ifndef LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_ #define LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_ #include "common/angleutils.h" #include "libANGLE/angletypes.h" #include "libANGLE/FramebufferAttachment.h" namespace rx { class RenderTargetD3D : public FramebufferAttachmentRenderTarget { public: RenderTargetD3D(); ~RenderTargetD3D() override; virtual GLsizei getWidth() const = 0; virtual GLsizei getHeight() const = 0; virtual GLsizei getDepth() const = 0; virtual GLenum getInternalFormat() const = 0; virtual GLsizei getSamples() const = 0; gl::Extents getExtents() const { return gl::Extents(getWidth(), getHeight(), getDepth()); } bool isMultisampled() const { return getSamples() > 0; } virtual unsigned int getSerial() const; static unsigned int issueSerials(unsigned int count); // Only currently applies to D3D11. virtual void signalDirty(const gl::Context *context) {} private: const unsigned int mSerial; static unsigned int mCurrentSerial; }; } #endif // LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_