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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractTexture.h"
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AbstractFramebuffer::AbstractFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment,
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AbstractTextureFormat color_format,
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AbstractTextureFormat depth_format, u32 width, u32 height,
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u32 layers, u32 samples)
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: m_color_attachment(color_attachment), m_depth_attachment(depth_attachment),
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m_color_format(color_format), m_depth_format(depth_format), m_width(width), m_height(height),
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m_layers(layers), m_samples(samples)
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{
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}
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AbstractFramebuffer::~AbstractFramebuffer() = default;
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bool AbstractFramebuffer::ValidateConfig(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment)
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{
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// Must have at least a color or depth attachment.
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if (!color_attachment && !depth_attachment)
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return false;
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// Currently we only expose a single mip level for render target textures.
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// MSAA textures are not supported with mip levels on most backends, and it simplifies our
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// handling of framebuffers.
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auto CheckAttachment = [](const AbstractTexture* tex) {
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return tex->GetConfig().IsRenderTarget() && tex->GetConfig().levels == 1;
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};
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if ((color_attachment && !CheckAttachment(color_attachment)) ||
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(depth_attachment && !CheckAttachment(depth_attachment)))
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{
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return false;
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}
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// If both color and depth are present, their attributes must match.
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if (color_attachment && depth_attachment)
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{
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if (color_attachment->GetConfig().width != depth_attachment->GetConfig().width ||
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color_attachment->GetConfig().height != depth_attachment->GetConfig().height ||
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color_attachment->GetConfig().layers != depth_attachment->GetConfig().layers ||
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color_attachment->GetConfig().samples != depth_attachment->GetConfig().samples)
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{
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return false;
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}
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}
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return true;
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}
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MathUtil::Rectangle<int> AbstractFramebuffer::GetRect() const
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{
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return MathUtil::Rectangle<int>(0, 0, static_cast<int>(m_width), static_cast<int>(m_height));
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}
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