dolphin/Source/Core/VideoCommon/AbstractFramebuffer.h
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

50 lines
1.9 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "VideoCommon/TextureConfig.h"
class AbstractTexture;
// An abstract framebuffer wraps a backend framebuffer/view object, which can be used to
// draw onto a texture. Currently, only single-level textures are supported. Multi-layer
// textures will render by default only to the first layer, however, multiple layers
// be rendered in parallel using geometry shaders and layer variable.
class AbstractFramebuffer
{
public:
AbstractFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
u32 width, u32 height, u32 layers, u32 samples);
virtual ~AbstractFramebuffer();
static bool ValidateConfig(const AbstractTexture* color_attachment,
const AbstractTexture* depth_attachment);
AbstractTexture* GetColorAttachment() const { return m_color_attachment; }
AbstractTexture* GetDepthAttachment() const { return m_depth_attachment; }
AbstractTextureFormat GetColorFormat() const { return m_color_format; }
AbstractTextureFormat GetDepthFormat() const { return m_depth_format; }
bool HasColorBuffer() const { return m_color_format != AbstractTextureFormat::Undefined; }
bool HasDepthBuffer() const { return m_depth_format != AbstractTextureFormat::Undefined; }
u32 GetWidth() const { return m_width; }
u32 GetHeight() const { return m_height; }
u32 GetLayers() const { return m_layers; }
u32 GetSamples() const { return m_samples; }
MathUtil::Rectangle<int> GetRect() const;
protected:
AbstractTexture* m_color_attachment;
AbstractTexture* m_depth_attachment;
AbstractTextureFormat m_color_format;
AbstractTextureFormat m_depth_format;
u32 m_width;
u32 m_height;
u32 m_layers;
u32 m_samples;
};