// Copyright 2018 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "Common/CommonTypes.h" #include "Common/MathUtil.h" #include "VideoCommon/TextureConfig.h" class AbstractTexture; // An abstract framebuffer wraps a backend framebuffer/view object, which can be used to // draw onto a texture. Currently, only single-level textures are supported. Multi-layer // textures will render by default only to the first layer, however, multiple layers // be rendered in parallel using geometry shaders and layer variable. class AbstractFramebuffer { public: AbstractFramebuffer(AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width, u32 height, u32 layers, u32 samples); virtual ~AbstractFramebuffer(); static bool ValidateConfig(const AbstractTexture* color_attachment, const AbstractTexture* depth_attachment); AbstractTextureFormat GetColorFormat() const { return m_color_format; } AbstractTextureFormat GetDepthFormat() const { return m_depth_format; } bool HasColorBuffer() const { return m_color_format != AbstractTextureFormat::Undefined; } bool HasDepthBuffer() const { return m_depth_format != AbstractTextureFormat::Undefined; } u32 GetWidth() const { return m_width; } u32 GetHeight() const { return m_height; } u32 GetLayers() const { return m_layers; } u32 GetSamples() const { return m_samples; } MathUtil::Rectangle GetRect() const; protected: AbstractTextureFormat m_color_format; AbstractTextureFormat m_depth_format; u32 m_width; u32 m_height; u32 m_layers; u32 m_samples; };