// // 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 #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 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_