// Copyright 2018 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #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(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, std::vector additional_color_attachments, 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, const std::vector& additional_color_attachments); AbstractTexture* GetColorAttachment() const { return m_color_attachment; } AbstractTexture* GetDepthAttachment() const { return m_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: AbstractTexture* m_color_attachment; AbstractTexture* m_depth_attachment; AbstractTextureFormat m_color_format; AbstractTextureFormat m_depth_format; std::vector m_additional_color_attachments; u32 m_width; u32 m_height; u32 m_layers; u32 m_samples; };