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e149ad4f0a
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.
50 lines
1.9 KiB
C++
50 lines
1.9 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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#include "VideoCommon/TextureConfig.h"
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class AbstractTexture;
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// An abstract framebuffer wraps a backend framebuffer/view object, which can be used to
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// draw onto a texture. Currently, only single-level textures are supported. Multi-layer
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// textures will render by default only to the first layer, however, multiple layers
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// be rendered in parallel using geometry shaders and layer variable.
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class AbstractFramebuffer
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{
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public:
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AbstractFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
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u32 width, u32 height, u32 layers, u32 samples);
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virtual ~AbstractFramebuffer();
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static bool ValidateConfig(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment);
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AbstractTexture* GetColorAttachment() const { return m_color_attachment; }
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AbstractTexture* GetDepthAttachment() const { return m_depth_attachment; }
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AbstractTextureFormat GetColorFormat() const { return m_color_format; }
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AbstractTextureFormat GetDepthFormat() const { return m_depth_format; }
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bool HasColorBuffer() const { return m_color_format != AbstractTextureFormat::Undefined; }
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bool HasDepthBuffer() const { return m_depth_format != AbstractTextureFormat::Undefined; }
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u32 GetWidth() const { return m_width; }
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u32 GetHeight() const { return m_height; }
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u32 GetLayers() const { return m_layers; }
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u32 GetSamples() const { return m_samples; }
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MathUtil::Rectangle<int> GetRect() const;
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protected:
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AbstractTexture* m_color_attachment;
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AbstractTexture* m_depth_attachment;
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AbstractTextureFormat m_color_format;
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AbstractTextureFormat m_depth_format;
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u32 m_width;
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u32 m_height;
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u32 m_layers;
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u32 m_samples;
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};
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