xref: /aosp_15_r20/external/angle/src/libANGLE/renderer/FramebufferImpl.h (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker 
7*8975f5c5SAndroid Build Coastguard Worker // FramebufferImpl.h: Defines the abstract rx::FramebufferImpl class.
8*8975f5c5SAndroid Build Coastguard Worker 
9*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
10*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
11*8975f5c5SAndroid Build Coastguard Worker 
12*8975f5c5SAndroid Build Coastguard Worker #include "angle_gl.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "common/angleutils.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Error.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Framebuffer.h"
16*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/State.h"
17*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/angletypes.h"
18*8975f5c5SAndroid Build Coastguard Worker 
19*8975f5c5SAndroid Build Coastguard Worker namespace gl
20*8975f5c5SAndroid Build Coastguard Worker {
21*8975f5c5SAndroid Build Coastguard Worker class Buffer;
22*8975f5c5SAndroid Build Coastguard Worker class Framebuffer;
23*8975f5c5SAndroid Build Coastguard Worker class FramebufferAttachment;
24*8975f5c5SAndroid Build Coastguard Worker struct PixelPackState;
25*8975f5c5SAndroid Build Coastguard Worker }  // namespace gl
26*8975f5c5SAndroid Build Coastguard Worker 
27*8975f5c5SAndroid Build Coastguard Worker namespace rx
28*8975f5c5SAndroid Build Coastguard Worker {
29*8975f5c5SAndroid Build Coastguard Worker class DisplayImpl;
30*8975f5c5SAndroid Build Coastguard Worker 
31*8975f5c5SAndroid Build Coastguard Worker class FramebufferImpl : angle::NonCopyable
32*8975f5c5SAndroid Build Coastguard Worker {
33*8975f5c5SAndroid Build Coastguard Worker   public:
FramebufferImpl(const gl::FramebufferState & state)34*8975f5c5SAndroid Build Coastguard Worker     explicit FramebufferImpl(const gl::FramebufferState &state) : mState(state) {}
~FramebufferImpl()35*8975f5c5SAndroid Build Coastguard Worker     virtual ~FramebufferImpl() {}
destroy(const gl::Context * context)36*8975f5c5SAndroid Build Coastguard Worker     virtual void destroy(const gl::Context *context) {}
37*8975f5c5SAndroid Build Coastguard Worker 
38*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result discard(const gl::Context *context,
39*8975f5c5SAndroid Build Coastguard Worker                                   size_t count,
40*8975f5c5SAndroid Build Coastguard Worker                                   const GLenum *attachments)       = 0;
41*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result invalidate(const gl::Context *context,
42*8975f5c5SAndroid Build Coastguard Worker                                      size_t count,
43*8975f5c5SAndroid Build Coastguard Worker                                      const GLenum *attachments)    = 0;
44*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result invalidateSub(const gl::Context *context,
45*8975f5c5SAndroid Build Coastguard Worker                                         size_t count,
46*8975f5c5SAndroid Build Coastguard Worker                                         const GLenum *attachments,
47*8975f5c5SAndroid Build Coastguard Worker                                         const gl::Rectangle &area) = 0;
48*8975f5c5SAndroid Build Coastguard Worker 
49*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result clear(const gl::Context *context, GLbitfield mask) = 0;
50*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result clearBufferfv(const gl::Context *context,
51*8975f5c5SAndroid Build Coastguard Worker                                         GLenum buffer,
52*8975f5c5SAndroid Build Coastguard Worker                                         GLint drawbuffer,
53*8975f5c5SAndroid Build Coastguard Worker                                         const GLfloat *values)               = 0;
54*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result clearBufferuiv(const gl::Context *context,
55*8975f5c5SAndroid Build Coastguard Worker                                          GLenum buffer,
56*8975f5c5SAndroid Build Coastguard Worker                                          GLint drawbuffer,
57*8975f5c5SAndroid Build Coastguard Worker                                          const GLuint *values)               = 0;
58*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result clearBufferiv(const gl::Context *context,
59*8975f5c5SAndroid Build Coastguard Worker                                         GLenum buffer,
60*8975f5c5SAndroid Build Coastguard Worker                                         GLint drawbuffer,
61*8975f5c5SAndroid Build Coastguard Worker                                         const GLint *values)                 = 0;
62*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result clearBufferfi(const gl::Context *context,
63*8975f5c5SAndroid Build Coastguard Worker                                         GLenum buffer,
64*8975f5c5SAndroid Build Coastguard Worker                                         GLint drawbuffer,
65*8975f5c5SAndroid Build Coastguard Worker                                         GLfloat depth,
66*8975f5c5SAndroid Build Coastguard Worker                                         GLint stencil)                       = 0;
67*8975f5c5SAndroid Build Coastguard Worker 
68*8975f5c5SAndroid Build Coastguard Worker     virtual const gl::InternalFormat &getImplementationColorReadFormat(
69*8975f5c5SAndroid Build Coastguard Worker         const gl::Context *context) const;
70*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result readPixels(const gl::Context *context,
71*8975f5c5SAndroid Build Coastguard Worker                                      const gl::Rectangle &area,
72*8975f5c5SAndroid Build Coastguard Worker                                      GLenum format,
73*8975f5c5SAndroid Build Coastguard Worker                                      GLenum type,
74*8975f5c5SAndroid Build Coastguard Worker                                      const gl::PixelPackState &pack,
75*8975f5c5SAndroid Build Coastguard Worker                                      gl::Buffer *packBuffer,
76*8975f5c5SAndroid Build Coastguard Worker                                      void *pixels) = 0;
77*8975f5c5SAndroid Build Coastguard Worker 
78*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result blit(const gl::Context *context,
79*8975f5c5SAndroid Build Coastguard Worker                                const gl::Rectangle &sourceArea,
80*8975f5c5SAndroid Build Coastguard Worker                                const gl::Rectangle &destArea,
81*8975f5c5SAndroid Build Coastguard Worker                                GLbitfield mask,
82*8975f5c5SAndroid Build Coastguard Worker                                GLenum filter) = 0;
83*8975f5c5SAndroid Build Coastguard Worker 
84*8975f5c5SAndroid Build Coastguard Worker     virtual gl::FramebufferStatus checkStatus(const gl::Context *context) const = 0;
85*8975f5c5SAndroid Build Coastguard Worker 
86*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result ensureAttachmentsInitialized(const gl::Context *context,
87*8975f5c5SAndroid Build Coastguard Worker                                                        const gl::DrawBufferMask &colorAttachments,
88*8975f5c5SAndroid Build Coastguard Worker                                                        bool depth,
89*8975f5c5SAndroid Build Coastguard Worker                                                        bool stencil);
90*8975f5c5SAndroid Build Coastguard Worker 
91*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result syncState(const gl::Context *context,
92*8975f5c5SAndroid Build Coastguard Worker                                     GLenum binding,
93*8975f5c5SAndroid Build Coastguard Worker                                     const gl::Framebuffer::DirtyBits &dirtyBits,
94*8975f5c5SAndroid Build Coastguard Worker                                     gl::Command command) = 0;
95*8975f5c5SAndroid Build Coastguard Worker 
96*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result getSamplePosition(const gl::Context *context,
97*8975f5c5SAndroid Build Coastguard Worker                                             size_t index,
98*8975f5c5SAndroid Build Coastguard Worker                                             GLfloat *xy) const = 0;
99*8975f5c5SAndroid Build Coastguard Worker 
100*8975f5c5SAndroid Build Coastguard Worker     // Special configuration option for checkStatus(). Some back-ends don't require a syncState
101*8975f5c5SAndroid Build Coastguard Worker     // before calling checkStatus. In practice the GL back-end is the only config that needs
102*8975f5c5SAndroid Build Coastguard Worker     // syncState because it depends on the behaviour of the driver. Allowing the Vulkan and
103*8975f5c5SAndroid Build Coastguard Worker     // D3D back-ends to skip syncState lets us do more work in the syncState call.
104*8975f5c5SAndroid Build Coastguard Worker     virtual bool shouldSyncStateBeforeCheckStatus() const;
105*8975f5c5SAndroid Build Coastguard Worker 
106*8975f5c5SAndroid Build Coastguard Worker     virtual angle::Result onLabelUpdate(const gl::Context *context);
107*8975f5c5SAndroid Build Coastguard Worker 
getState()108*8975f5c5SAndroid Build Coastguard Worker     const gl::FramebufferState &getState() const { return mState; }
109*8975f5c5SAndroid Build Coastguard Worker 
110*8975f5c5SAndroid Build Coastguard Worker   protected:
111*8975f5c5SAndroid Build Coastguard Worker     const gl::FramebufferState &mState;
112*8975f5c5SAndroid Build Coastguard Worker };
113*8975f5c5SAndroid Build Coastguard Worker 
shouldSyncStateBeforeCheckStatus()114*8975f5c5SAndroid Build Coastguard Worker inline bool FramebufferImpl::shouldSyncStateBeforeCheckStatus() const
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker     return false;
117*8975f5c5SAndroid Build Coastguard Worker }
118*8975f5c5SAndroid Build Coastguard Worker 
119*8975f5c5SAndroid Build Coastguard Worker // Default implementation returns the format specified in the attachment.
getImplementationColorReadFormat(const gl::Context * context)120*8975f5c5SAndroid Build Coastguard Worker inline const gl::InternalFormat &FramebufferImpl::getImplementationColorReadFormat(
121*8975f5c5SAndroid Build Coastguard Worker     const gl::Context *context) const
122*8975f5c5SAndroid Build Coastguard Worker {
123*8975f5c5SAndroid Build Coastguard Worker     const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment();
124*8975f5c5SAndroid Build Coastguard Worker     return *readAttachment->getFormat().info;
125*8975f5c5SAndroid Build Coastguard Worker }
126*8975f5c5SAndroid Build Coastguard Worker }  // namespace rx
127*8975f5c5SAndroid Build Coastguard Worker 
128*8975f5c5SAndroid Build Coastguard Worker #endif  // LIBANGLE_RENDERER_FRAMEBUFFERIMPL_H_
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