// // 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 "libGLESv2/Error.h" #include "common/angleutils.h" #include "common/RefCountObject.h" #include "Constants.h" #include namespace rx { class RenderbufferImpl; struct Workarounds; } namespace gl { class FramebufferAttachment; class Texture; class Renderbuffer; struct ImageIndex; struct Caps; struct Extensions; class TextureCapsMap; struct Data; typedef std::vector ColorbufferInfo; class Framebuffer { public: Framebuffer(GLuint id); virtual ~Framebuffer(); GLuint id() const { return mId; } void setTextureAttachment(GLenum attachment, Texture *texture, const ImageIndex &imageIndex); void setRenderbufferAttachment(GLenum attachment, Renderbuffer *renderbuffer); void setNULLAttachment(GLenum attachment); 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 gl::Data &data) const; bool usingExtendedDrawBuffers() const; virtual GLenum completeness(const gl::Data &data) const; bool hasValidDepthStencil() const; Error invalidate(const Caps &caps, GLsizei numAttachments, const GLenum *attachments); Error invalidateSub(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 rx::Workarounds &workarounds) const; protected: 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); void setAttachment(GLenum attachment, FramebufferAttachment *attachmentObj); }; class DefaultFramebuffer : public Framebuffer { public: DefaultFramebuffer(rx::RenderbufferImpl *colorbuffer, rx::RenderbufferImpl *depthStencil); GLenum completeness(const gl::Data &data) const override; virtual FramebufferAttachment *getAttachment(GLenum attachment) const; private: DISALLOW_COPY_AND_ASSIGN(DefaultFramebuffer); }; } namespace rx { class RenderTarget; // TODO: place this in FramebufferD3D.h gl::Error GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment, RenderTarget **outRT); unsigned int GetAttachmentSerial(gl::FramebufferAttachment *attachment); } #endif // LIBGLESV2_FRAMEBUFFER_H_