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//
// Copyright 2024 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// FramebufferWgpu.h:
// Defines the class interface for FramebufferWgpu, implementing FramebufferImpl.
//
#ifndef LIBANGLE_RENDERER_WGPU_FRAMEBUFFERWGPU_H_
#define LIBANGLE_RENDERER_WGPU_FRAMEBUFFERWGPU_H_
#include "libANGLE/renderer/FramebufferImpl.h"
#include "libANGLE/renderer/RenderTargetCache.h"
#include "libANGLE/renderer/wgpu/RenderTargetWgpu.h"
namespace rx
{
class FramebufferWgpu : public FramebufferImpl
{
public:
FramebufferWgpu(const gl::FramebufferState &state);
~FramebufferWgpu() override;
angle::Result discard(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
angle::Result invalidate(const gl::Context *context,
size_t count,
const GLenum *attachments) override;
angle::Result invalidateSub(const gl::Context *context,
size_t count,
const GLenum *attachments,
const gl::Rectangle &area) override;
angle::Result clear(const gl::Context *context, GLbitfield mask) override;
angle::Result clearBufferfv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) override;
angle::Result clearBufferuiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) override;
angle::Result clearBufferiv(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
const GLint *values) override;
angle::Result clearBufferfi(const gl::Context *context,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) override;
angle::Result readPixels(const gl::Context *context,
const gl::Rectangle &area,
GLenum format,
GLenum type,
const gl::PixelPackState &pack,
gl::Buffer *packBuffer,
void *pixels) override;
angle::Result blit(const gl::Context *context,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) override;
gl::FramebufferStatus checkStatus(const gl::Context *context) const override;
angle::Result syncState(const gl::Context *context,
GLenum binding,
const gl::Framebuffer::DirtyBits &dirtyBits,
gl::Command command) override;
angle::Result getSamplePosition(const gl::Context *context,
size_t index,
GLfloat *xy) const override;
RenderTargetWgpu *getReadPixelsRenderTarget() const;
void addNewColorAttachments(std::vector<wgpu::RenderPassColorAttachment> newColorAttachments);
void updateDepthStencilAttachment(
wgpu::RenderPassDepthStencilAttachment newRenderPassDepthStencilAttachment);
angle::Result flushOneColorAttachmentUpdate(const gl::Context *context,
bool deferClears,
uint32_t colorIndexGL);
angle::Result flushAttachmentUpdates(const gl::Context *context,
gl::DrawBufferMask dirtyColorAttachments,
bool dirtyDepthStencilAttachment,
bool deferColorClears,
bool deferDepthStencilClears);
angle::Result flushDeferredClears(ContextWgpu *contextWgpu);
// Starts a new render pass iff there are new color and/or depth/stencil attachments.
angle::Result startRenderPassNewAttachments(ContextWgpu *contextWgpu);
angle::Result startNewRenderPass(ContextWgpu *contextWgpu);
void setUpForRenderPass(ContextWgpu *contextWgpu,
bool depthOrStencil,
std::vector<wgpu::RenderPassColorAttachment> colorAttachments,
wgpu::RenderPassDepthStencilAttachment depthStencilAttachment);
const gl::DrawBuffersArray<wgpu::TextureFormat> &getCurrentColorAttachmentFormats() const
{
return mCurrentColorAttachmentFormats;
}
wgpu::TextureFormat getCurrentDepthStencilAttachmentFormat() const
{
return mCurrentDepthStencilFormat;
}
private:
void mergeClearWithDeferredClears(wgpu::Color clearValue,
gl::DrawBufferMask clearColorBuffers,
float depthValue,
uint32_t stencilValue,
bool clearColor,
bool clearDepth,
bool clearStencil);
RenderTargetCache<RenderTargetWgpu> mRenderTargetCache;
wgpu::RenderPassDescriptor mCurrentRenderPassDesc;
wgpu::RenderPassDepthStencilAttachment mCurrentDepthStencilAttachment;
std::vector<wgpu::RenderPassColorAttachment> mCurrentColorAttachments;
gl::DrawBuffersArray<wgpu::TextureFormat> mCurrentColorAttachmentFormats;
wgpu::TextureFormat mCurrentDepthStencilFormat = wgpu::TextureFormat::Undefined;
// Secondary vector to track new clears that are added and should be run in a new render pass
// during flushColorAttachmentUpdates.
std::vector<wgpu::RenderPassColorAttachment> mNewColorAttachments;
wgpu::RenderPassDepthStencilAttachment mNewDepthStencilAttachment;
bool mAddedNewDepthStencilAttachment = false;
webgpu::ClearValuesArray mDeferredClears;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_WGPU_FRAMEBUFFERWGPU_H_