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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_TARGET_H_
#define FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_TARGET_H_
#include "fml/macros.h"
#include "impeller/renderer/render_target.h"
namespace impeller {
class InlinePassContext;
class EntityPassTarget {
public:
explicit EntityPassTarget(const RenderTarget& render_target,
bool supports_read_from_resolve,
bool supports_implicit_msaa);
/// @brief Flips the backdrop and returns a readable texture that can be
/// bound/sampled to restore the previous pass.
///
/// After this method is called, a new `RenderPass` that attaches the
/// result of `GetRenderTarget` is guaranteed to be able to read the
/// previous pass's backdrop texture (which is returned by this
/// method).
std::shared_ptr<Texture> Flip(Allocator& allocator);
const RenderTarget& GetRenderTarget() const;
bool IsValid() const;
private:
RenderTarget target_;
std::shared_ptr<Texture> secondary_color_texture_;
bool supports_read_from_resolve_;
bool supports_implicit_msaa_;
friend InlinePassContext;
EntityPassTarget& operator=(const EntityPassTarget&) = delete;
};
} // namespace impeller
#endif // FLUTTER_IMPELLER_ENTITY_ENTITY_PASS_TARGET_H_