forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			46 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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