AbstractFramebuffer.h 2.2 KB

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  1. // Copyright 2018 Dolphin Emulator Project
  2. // SPDX-License-Identifier: GPL-2.0-or-later
  3. #pragma once
  4. #include <vector>
  5. #include "Common/CommonTypes.h"
  6. #include "Common/MathUtil.h"
  7. #include "VideoCommon/TextureConfig.h"
  8. class AbstractTexture;
  9. // An abstract framebuffer wraps a backend framebuffer/view object, which can be used to
  10. // draw onto a texture. Currently, only single-level textures are supported. Multi-layer
  11. // textures will render by default only to the first layer, however, multiple layers
  12. // be rendered in parallel using geometry shaders and layer variable.
  13. class AbstractFramebuffer
  14. {
  15. public:
  16. AbstractFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
  17. std::vector<AbstractTexture*> additional_color_attachments,
  18. AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
  19. u32 width, u32 height, u32 layers, u32 samples);
  20. virtual ~AbstractFramebuffer();
  21. static bool ValidateConfig(const AbstractTexture* color_attachment,
  22. const AbstractTexture* depth_attachment,
  23. const std::vector<AbstractTexture*>& additional_color_attachments);
  24. AbstractTexture* GetColorAttachment() const { return m_color_attachment; }
  25. AbstractTexture* GetDepthAttachment() const { return m_depth_attachment; }
  26. AbstractTextureFormat GetColorFormat() const { return m_color_format; }
  27. AbstractTextureFormat GetDepthFormat() const { return m_depth_format; }
  28. bool HasColorBuffer() const { return m_color_format != AbstractTextureFormat::Undefined; }
  29. bool HasDepthBuffer() const { return m_depth_format != AbstractTextureFormat::Undefined; }
  30. u32 GetWidth() const { return m_width; }
  31. u32 GetHeight() const { return m_height; }
  32. u32 GetLayers() const { return m_layers; }
  33. u32 GetSamples() const { return m_samples; }
  34. MathUtil::Rectangle<int> GetRect() const;
  35. protected:
  36. AbstractTexture* m_color_attachment;
  37. AbstractTexture* m_depth_attachment;
  38. std::vector<AbstractTexture*> m_additional_color_attachments;
  39. AbstractTextureFormat m_color_format;
  40. AbstractTextureFormat m_depth_format;
  41. u32 m_width;
  42. u32 m_height;
  43. u32 m_layers;
  44. u32 m_samples;
  45. };