mirror of
https://github.com/encounter/dawn-cmake.git
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93 lines
2.9 KiB
C++
93 lines
2.9 KiB
C++
// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_FRAMEBUFFER_H_
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#define BACKEND_FRAMEBUFFER_H_
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#include "backend/Builder.h"
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#include "backend/Forward.h"
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#include "backend/RefCounted.h"
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#include "nxt/nxtcpp.h"
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#include <type_traits>
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#include <vector>
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namespace backend {
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class FramebufferBase : public RefCounted {
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public:
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struct ClearColor {
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float color[4] = {};
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};
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struct ClearDepthStencil {
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float depth = 1.0f;
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uint32_t stencil = 0;
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};
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FramebufferBase(FramebufferBuilder* builder);
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DeviceBase* GetDevice();
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RenderPassBase* GetRenderPass();
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TextureViewBase* GetTextureView(uint32_t attachmentSlot);
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ClearColor GetClearColor(uint32_t attachmentSlot);
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ClearDepthStencil GetClearDepthStencil(uint32_t attachmentSlot);
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uint32_t GetWidth() const;
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uint32_t GetHeight() const;
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// NXT API
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void AttachmentSetClearColor(uint32_t attachmentSlot,
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float clearR,
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float clearG,
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float clearB,
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float clearA);
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void AttachmentSetClearDepthStencil(uint32_t attachmentSlot,
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float clearDepth,
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uint32_t clearStencil);
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private:
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DeviceBase* mDevice;
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Ref<RenderPassBase> mRenderPass;
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uint32_t mWidth = 0;
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uint32_t mHeight = 0;
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std::vector<Ref<TextureViewBase>> mTextureViews;
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std::vector<ClearColor> mClearColors;
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std::vector<ClearDepthStencil> mClearDepthStencils;
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};
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class FramebufferBuilder : public Builder<FramebufferBase> {
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public:
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FramebufferBuilder(DeviceBase* device);
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// NXT API
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FramebufferBase* GetResultImpl() override;
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void SetRenderPass(RenderPassBase* renderPass);
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void SetDimensions(uint32_t width, uint32_t height);
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void SetAttachment(uint32_t attachmentSlot, TextureViewBase* textureView);
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private:
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friend class FramebufferBase;
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Ref<RenderPassBase> mRenderPass;
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uint32_t mWidth = 0;
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uint32_t mHeight = 0;
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std::vector<Ref<TextureViewBase>> mTextureViews;
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int mPropertiesSet = 0;
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};
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} // namespace backend
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#endif // BACKEND_FRAMEBUFFER_H_
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