Flutter Impeller
entity_pass_target.h
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1 // Copyright 2013 The Flutter Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #ifndef FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_TARGET_H_
6 #define FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_TARGET_H_
7 
8 #include "fml/macros.h"
10 
11 namespace impeller {
12 
13 class InlinePassContext;
14 
16  public:
17  explicit EntityPassTarget(const RenderTarget& render_target,
18  bool supports_read_from_resolve,
19  bool supports_implicit_msaa);
20 
21  /// @brief Flips the backdrop and returns a readable texture that can be
22  /// bound/sampled to restore the previous pass.
23  ///
24  /// After this method is called, a new `RenderPass` that attaches the
25  /// result of `GetRenderTarget` is guaranteed to be able to read the
26  /// previous pass's backdrop texture (which is returned by this
27  /// method).
28  std::shared_ptr<Texture> Flip(Allocator& allocator);
29 
30  const RenderTarget& GetRenderTarget() const;
31 
32  bool IsValid() const;
33 
34  private:
35  RenderTarget target_;
36  std::shared_ptr<Texture> secondary_color_texture_;
37 
38  bool supports_read_from_resolve_;
39  bool supports_implicit_msaa_;
40 
41  friend InlinePassContext;
42 
43  EntityPassTarget& operator=(const EntityPassTarget&) = delete;
44 };
45 
46 } // namespace impeller
47 
48 #endif // FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_TARGET_H_
impeller::EntityPassTarget::EntityPassTarget
EntityPassTarget(const RenderTarget &render_target, bool supports_read_from_resolve, bool supports_implicit_msaa)
Definition: entity_pass_target.cc:13
impeller::EntityPassTarget::IsValid
bool IsValid() const
Definition: entity_pass_target.cc:72
impeller::EntityPassTarget
Definition: entity_pass_target.h:15
impeller::InlinePassContext
Definition: inline_pass_context.h:17
impeller::Allocator
An object that allocates device memory.
Definition: allocator.h:22
impeller::RenderTarget
Definition: render_target.h:38
render_target.h
impeller
Definition: aiks_blur_unittests.cc:20
impeller::EntityPassTarget::GetRenderTarget
const RenderTarget & GetRenderTarget() const
Definition: entity_pass_target.cc:68
impeller::EntityPassTarget::Flip
std::shared_ptr< Texture > Flip(Allocator &allocator)
Flips the backdrop and returns a readable texture that can be bound/sampled to restore the previous p...
Definition: entity_pass_target.cc:20