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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_framebuffer_private.hh"
namespace blender::gpu {
class VKFrameBuffer : public FrameBuffer {
public:
VKFrameBuffer(const char *name) : FrameBuffer(name)
{
}
void bind(bool enabled_srgb) override;
bool check(char err_out[256]) override;
void clear(eGPUFrameBufferBits buffers,
const float clear_col[4],
float clear_depth,
uint clear_stencil) override;
void clear_multi(const float (*clear_col)[4]) override;
void clear_attachment(GPUAttachmentType type,
eGPUDataFormat data_format,
const void *clear_value) override;
void attachment_set_loadstore_op(GPUAttachmentType type,
eGPULoadOp load_action,
eGPUStoreOp store_action) override;
void read(eGPUFrameBufferBits planes,
eGPUDataFormat format,
const int area[4],
int channel_len,
int slot,
void *r_data) override;
void blit_to(eGPUFrameBufferBits planes,
int src_slot,
FrameBuffer *dst,
int dst_slot,
int dst_offset_x,
int dst_offset_y) override;
};
} // namespace blender::gpu