2018-01-21 20:22:45 +10:00
										 
									 
								 
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								// Copyright 2018 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include "VideoCommon/AbstractFramebuffer.h"
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								#include "VideoCommon/AbstractTexture.h"
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								AbstractFramebuffer::AbstractFramebuffer(AbstractTextureFormat color_format,
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								                                         AbstractTextureFormat depth_format, u32 width, u32 height,
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								                                         u32 layers, u32 samples)
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								    : m_color_format(color_format), m_depth_format(depth_format), m_width(width), m_height(height),
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								      m_layers(layers), m_samples(samples)
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								{
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								}
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								AbstractFramebuffer::~AbstractFramebuffer() = default;
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								bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment,
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								                                         const AbstractTexture* depth_attachment)
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								{
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								  // Must have at least a color or depth attachment.
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								  if (!color_attachment && !depth_attachment)
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								    return false;
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								  // Currently we only expose a single mip level for render target textures.
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								  // MSAA textures are not supported with mip levels on most backends, and it simplifies our
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								  // handling of framebuffers.
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								  auto CheckAttachment = [](const AbstractTexture* tex) {
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								    return tex->GetConfig().rendertarget && tex->GetConfig().levels == 1;
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								  };
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								  if ((color_attachment && !CheckAttachment(color_attachment)) ||
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											2018-03-23 09:58:19 -04:00
										 
									 
								 
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								      (depth_attachment && !CheckAttachment(depth_attachment)))
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								  {
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								    return false;
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								  }
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								  // If both color and depth are present, their attributes must match.
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								  if (color_attachment && depth_attachment)
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								  {
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								    if (color_attachment->GetConfig().width != depth_attachment->GetConfig().width ||
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								        color_attachment->GetConfig().height != depth_attachment->GetConfig().height ||
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								        color_attachment->GetConfig().layers != depth_attachment->GetConfig().layers ||
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								        color_attachment->GetConfig().samples != depth_attachment->GetConfig().samples)
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								    {
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								      return false;
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								    }
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								  }
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								  return true;
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								}
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								MathUtil::Rectangle<int> AbstractFramebuffer::GetRect() const
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								{
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								  return MathUtil::Rectangle<int>(0, 0, static_cast<int>(m_width), static_cast<int>(m_height));
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								}
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