// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Framebuffer.h: Defines the Framebuffer class. Implements GL framebuffer
// objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105.
#ifndef LIBGLESV2_FRAMEBUFFER_H_
#define LIBGLESV2_FRAMEBUFFER_H_
#include "Context.h"
#include "common/Object.hpp"
#include "common/Image.hpp"
#include <GLES2/gl2.h>
namespace es2
{
class Renderbuffer;
class Colorbuffer;
class Depthbuffer;
class Stencilbuffer;
class DepthStencilbuffer;
class Framebuffer
{
public:
Framebuffer();
virtual ~Framebuffer();
void setColorbuffer(GLenum type, GLuint colorbuffer, GLuint index, GLint level = 0, GLint layer = 0);
void setDepthbuffer(GLenum type, GLuint depthbuffer, GLint level = 0, GLint layer = 0);
void setStencilbuffer(GLenum type, GLuint stencilbuffer, GLint level = 0, GLint layer = 0);
void setReadBuffer(GLenum buf);
void setDrawBuffer(GLuint index, GLenum buf);
GLenum getReadBuffer() const;
GLenum getDrawBuffer(GLuint index) const;
void detachTexture(GLuint texture);
void detachRenderbuffer(GLuint renderbuffer);
egl::Image *getRenderTarget(GLuint index);
egl::Image *getReadRenderTarget();
egl::Image *getDepthBuffer();
egl::Image *getStencilBuffer();
Renderbuffer *getColorbuffer(GLuint index) const;
Renderbuffer *getReadColorbuffer() const;
Renderbuffer *getDepthbuffer() const;
Renderbuffer *getStencilbuffer() const;
GLenum getReadBufferType();
GLenum getColorbufferType(GLuint index);
GLenum getDepthbufferType();
GLenum getStencilbufferType();
GLuint getColorbufferName(GLuint index);
GLuint getDepthbufferName();
GLuint getStencilbufferName();
GLint getColorbufferLayer(GLuint index);
GLint getDepthbufferLayer();
GLint getStencilbufferLayer();
bool hasStencil();
GLenum completeness();
GLenum completeness(int &width, int &height, int &samples);
GLenum getImplementationColorReadFormat() const;
GLenum getImplementationColorReadType() const;
GLenum getDepthReadFormat() const;
GLenum getDepthReadType() const;
virtual bool isDefaultFramebuffer() const { return false; }
static bool IsRenderbuffer(GLenum type);
protected:
GLuint getReadBufferIndex() const;
GLenum readBuffer;
GLenum drawBuffer[MAX_COLOR_ATTACHMENTS];
GLenum mColorbufferType[MAX_COLOR_ATTACHMENTS];
gl::BindingPointer<Renderbuffer> mColorbufferPointer[MAX_COLOR_ATTACHMENTS];
GLint mColorbufferLayer[MAX_COLOR_ATTACHMENTS];
GLenum mDepthbufferType;
gl::BindingPointer<Renderbuffer> mDepthbufferPointer;
GLint mDepthbufferLayer;
GLenum mStencilbufferType;
gl::BindingPointer<Renderbuffer> mStencilbufferPointer;
GLint mStencilbufferLayer;
private:
Renderbuffer *lookupRenderbuffer(GLenum type, GLuint handle, GLint level) const;
};
class DefaultFramebuffer : public Framebuffer
{
public:
DefaultFramebuffer();
DefaultFramebuffer(Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil);
bool isDefaultFramebuffer() const override { return true; }
};
}
#endif // LIBGLESV2_FRAMEBUFFER_H_