1 // Copyright 2018 Dolphin Emulator Project 2 // Licensed under GPLv2+ 3 // Refer to the license.txt file included. 4 5 #pragma once 6 7 #include "Common/CommonTypes.h" 8 #include "Common/MathUtil.h" 9 #include "VideoCommon/TextureConfig.h" 10 11 class AbstractTexture; 12 13 // An abstract framebuffer wraps a backend framebuffer/view object, which can be used to 14 // draw onto a texture. Currently, only single-level textures are supported. Multi-layer 15 // textures will render by default only to the first layer, however, multiple layers 16 // be rendered in parallel using geometry shaders and layer variable. 17 18 class AbstractFramebuffer 19 { 20 public: 21 AbstractFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, 22 AbstractTextureFormat color_format, AbstractTextureFormat depth_format, 23 u32 width, u32 height, u32 layers, u32 samples); 24 virtual ~AbstractFramebuffer(); 25 26 static bool ValidateConfig(const AbstractTexture* color_attachment, 27 const AbstractTexture* depth_attachment); 28 GetColorAttachment()29 AbstractTexture* GetColorAttachment() const { return m_color_attachment; } GetDepthAttachment()30 AbstractTexture* GetDepthAttachment() const { return m_depth_attachment; } GetColorFormat()31 AbstractTextureFormat GetColorFormat() const { return m_color_format; } GetDepthFormat()32 AbstractTextureFormat GetDepthFormat() const { return m_depth_format; } HasColorBuffer()33 bool HasColorBuffer() const { return m_color_format != AbstractTextureFormat::Undefined; } HasDepthBuffer()34 bool HasDepthBuffer() const { return m_depth_format != AbstractTextureFormat::Undefined; } GetWidth()35 u32 GetWidth() const { return m_width; } GetHeight()36 u32 GetHeight() const { return m_height; } GetLayers()37 u32 GetLayers() const { return m_layers; } GetSamples()38 u32 GetSamples() const { return m_samples; } 39 MathUtil::Rectangle<int> GetRect() const; 40 41 protected: 42 AbstractTexture* m_color_attachment; 43 AbstractTexture* m_depth_attachment; 44 AbstractTextureFormat m_color_format; 45 AbstractTextureFormat m_depth_format; 46 u32 m_width; 47 u32 m_height; 48 u32 m_layers; 49 u32 m_samples; 50 }; 51