// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Framebuffer.h: Defines the 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 "Context.h" #include "common/Object.hpp" #include "common/Image.hpp" #include namespace es2 { class Renderbuffer; class Colorbuffer; class Depthbuffer; class Stencilbuffer; class DepthStencilbuffer; class Framebuffer { public: Framebuffer(); virtual ~Framebuffer(); void setColorbuffer(GLenum type, GLuint colorbuffer, GLuint index, GLint level = 0, GLint layer = 0); void setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level = 0, GLint layer = 0); void setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level = 0, GLint layer = 0); void setReadBuffer(GLenum buf); void setDrawBuffer(GLuint index, GLenum buf); GLenum getReadBuffer() const; GLenum getDrawBuffer(GLuint index) const; void detachTexture(GLuint texture); void detachRenderbuffer(GLuint renderbuffer); egl::Image *getRenderTarget(GLuint index); egl::Image *getReadRenderTarget(); egl::Image *getDepthBuffer(); egl::Image *getStencilBuffer(); Renderbuffer *getColorbuffer(GLuint index) const; Renderbuffer *getReadColorbuffer() const; Renderbuffer *getDepthbuffer() const; Renderbuffer *getStencilbuffer() const; GLenum getReadBufferType(); GLenum getColorbufferType(GLuint index); GLenum getDepthbufferType(); GLenum getStencilbufferType(); GLuint getColorbufferName(GLuint index); GLuint getDepthbufferName(); GLuint getStencilbufferName(); GLint getColorbufferLayer(GLuint index); GLint getDepthbufferLayer(); GLint getStencilbufferLayer(); bool hasStencil(); GLenum completeness(); GLenum completeness(int &width, int &height, int &samples); GLenum getImplementationColorReadFormat() const; GLenum getImplementationColorReadType() const; GLenum getDepthReadFormat() const; GLenum getDepthReadType() const; virtual bool isDefaultFramebuffer() const { return false; } static bool IsRenderbuffer(GLenum type); protected: GLuint getReadBufferIndex() const; GLenum readBuffer; GLenum drawBuffer[MAX_COLOR_ATTACHMENTS]; GLenum mColorbufferType[MAX_COLOR_ATTACHMENTS]; gl::BindingPointer mColorbufferPointer[MAX_COLOR_ATTACHMENTS]; GLint mColorbufferLayer[MAX_COLOR_ATTACHMENTS]; GLenum mDepthbufferType; gl::BindingPointer mDepthbufferPointer; GLint mDepthbufferLayer; GLenum mStencilbufferType; gl::BindingPointer mStencilbufferPointer; GLint mStencilbufferLayer; private: Renderbuffer *lookupRenderbuffer(GLenum type, GLuint handle, GLint level) const; }; class DefaultFramebuffer : public Framebuffer { public: DefaultFramebuffer(); DefaultFramebuffer(Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil); bool isDefaultFramebuffer() const override { return true; } }; } #endif // LIBGLESV2_FRAMEBUFFER_H_