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- // Copyright 2018 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #pragma once
- #include <vector>
- #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,
- std::vector<AbstractTexture*> additional_color_attachments,
- 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,
- const std::vector<AbstractTexture*>& additional_color_attachments);
- 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;
- std::vector<AbstractTexture*> m_additional_color_attachments;
- AbstractTextureFormat m_color_format;
- AbstractTextureFormat m_depth_format;
- u32 m_width;
- u32 m_height;
- u32 m_layers;
- u32 m_samples;
- };
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