forked from dolphin-emu/dolphin
		
	
		
			
	
	
		
			46 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			46 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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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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								#pragma once
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								#include "Common/CommonTypes.h"
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								#include "Common/MathUtil.h"
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								#include "VideoCommon/TextureConfig.h"
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								class AbstractTexture;
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								// An abstract framebuffer wraps a backend framebuffer/view object, which can be used to
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								// draw onto a texture. Currently, only single-level textures are supported. Multi-layer
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								// textures will render by default only to the first layer, however, multiple layers
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								// be rendered in parallel using geometry shaders and layer variable.
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								class AbstractFramebuffer
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								{
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								public:
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								  AbstractFramebuffer(AbstractTextureFormat color_format, AbstractTextureFormat depth_format,
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								                      u32 width, u32 height, u32 layers, u32 samples);
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								  virtual ~AbstractFramebuffer();
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								  static bool ValidateConfig(const AbstractTexture* color_attachment,
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								                             const AbstractTexture* depth_attachment);
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								  AbstractTextureFormat GetColorFormat() const { return m_color_format; }
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								  AbstractTextureFormat GetDepthFormat() const { return m_depth_format; }
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								  bool HasColorBuffer() const { return m_color_format != AbstractTextureFormat::Undefined; }
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								  bool HasDepthBuffer() const { return m_depth_format != AbstractTextureFormat::Undefined; }
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								  u32 GetWidth() const { return m_width; }
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								  u32 GetHeight() const { return m_height; }
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								  u32 GetLayers() const { return m_layers; }
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								  u32 GetSamples() const { return m_samples; }
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								  MathUtil::Rectangle<int> GetRect() const;
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								protected:
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								  AbstractTextureFormat m_color_format;
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								  AbstractTextureFormat m_depth_format;
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								  u32 m_width;
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								  u32 m_height;
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								  u32 m_layers;
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								  u32 m_samples;
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								};
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