blob: 71d0cd3ea885c6683bbeeab409514811686c8a4b [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// Surface.h: Defines the egl::Surface class, representing a drawing surface
// such as the client area of a window, including any back buffers.
// Implements EGLSurface and related functionality. [EGL 1.4] section 2.2 page 3.
#ifndef INCLUDE_SURFACE_H_
#define INCLUDE_SURFACE_H_
#include "Main/FrameBuffer.hpp"
#define EGLAPI
#include <EGL/egl.h>
namespace egl
{
class Display;
class Config;
class Texture2D;
class Image;
class Surface
{
public:
Surface(Display *display, const egl::Config *config, EGLNativeWindowType window);
Surface(Display *display, const egl::Config *config, EGLint width, EGLint height, EGLenum textureFormat, EGLenum textureTarget);
virtual ~Surface();
bool initialize();
void swap();
EGLNativeWindowType getWindowHandle();
virtual egl::Image *getRenderTarget();
virtual egl::Image *getDepthStencil();
void setSwapInterval(EGLint interval);
virtual EGLint getConfigID() const;
virtual EGLint getWidth() const;
virtual EGLint getHeight() const;
virtual EGLint getPixelAspectRatio() const;
virtual EGLenum getRenderBuffer() const;
virtual EGLenum getSwapBehavior() const;
virtual EGLenum getTextureFormat() const;
virtual EGLenum getTextureTarget() const;
virtual sw::Format getInternalFormat() const;
virtual void setBoundTexture(egl::Texture2D *texture);
virtual egl::Texture2D *getBoundTexture() const;
bool checkForResize(); // Returns true if surface changed due to resize
public:
void release();
bool reset();
Display *const mDisplay;
egl::Image *mDepthStencil;
sw::FrameBuffer *frameBuffer;
egl::Image *backBuffer;
egl::Texture2D *mTexture;
bool reset(int backbufferWidth, int backbufferHeight);
const EGLNativeWindowType mWindow; // Window that the surface is created for.
bool mWindowSubclassed; // Indicates whether we successfully subclassed mWindow for WM_RESIZE hooking
const egl::Config *mConfig; // EGL config surface was created with
EGLint mHeight; // Height of surface
EGLint mWidth; // Width of surface
// EGLint horizontalResolution; // Horizontal dot pitch
// EGLint verticalResolution; // Vertical dot pitch
// EGLBoolean largestPBuffer; // If true, create largest pbuffer possible
// EGLBoolean mipmapTexture; // True if texture has mipmaps
// EGLint mipmapLevel; // Mipmap level to render to
// EGLenum multisampleResolve; // Multisample resolve behavior
EGLint mPixelAspectRatio; // Display aspect ratio
EGLenum mRenderBuffer; // Render buffer
EGLenum mSwapBehavior; // Buffer swap behavior
EGLenum mTextureFormat; // Format of texture: RGB, RGBA, or no texture
EGLenum mTextureTarget; // Type of texture: 2D or no texture
// EGLenum vgAlphaFormat; // Alpha format for OpenVG
// EGLenum vgColorSpace; // Color space for OpenVG
EGLint mSwapInterval;
};
}
#endif // INCLUDE_SURFACE_H_