text: //
  // Copyright (c) 2008-2020 the Urho3D project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #pragma once
  
  #include "../Graphics/GraphicsDefs.h"
  #include "../Graphics/Viewport.h"
  
  namespace Urho3D
  {
  
  class Texture;
  
  /// %Color or depth-stencil surface that can be rendered into.
  class URHO3D_API RenderSurface : public RefCounted
  {
      friend class Texture2D;
      friend class Texture2DArray;
      friend class TextureCube;
  
  public:
      /// Construct with parent texture.
      explicit RenderSurface(Texture* parentTexture);
      /// Destruct.
      ~RenderSurface() override;
  
      /// Set number of viewports.
      /// @property
      void SetNumViewports(unsigned num);
      /// Set viewport.
      /// @property{set_viewports}
      void SetViewport(unsigned index, Viewport* viewport);
      /// Set viewport update mode. Default is to update when visible.
      /// @property
      void SetUpdateMode(RenderSurfaceUpdateMode mode);
      /// Set linked color rendertarget.
      /// @property
      void SetLinkedRenderTarget(RenderSurface* renderTarget);
      /// Set linked depth-stencil surface.
      /// @property
      void SetLinkedDepthStencil(RenderSurface* depthStencil);
      /// Queue manual update of the viewport(s).
      void QueueUpdate();
      /// Release surface.
      void Release();
      /// Mark the GPU resource destroyed on graphics context destruction. Only used on OpenGL.
      void OnDeviceLost();
      /// Create renderbuffer that cannot be sampled as a texture. Only used on OpenGL.
      bool CreateRenderBuffer(unsigned width, unsigned height, unsigned format, int multiSample);
  
      /// Return width.
      /// @property
      int GetWidth() const;
  
      /// Return height.
      /// @property
      int GetHeight() const;
  
      /// Return usage.
      /// @property
      TextureUsage GetUsage() const;
  
      /// Return multisampling level.
      int GetMultiSample() const;
  
      /// Return multisampling autoresolve mode.
      bool GetAutoResolve() const;
  
      /// Return number of viewports.
      /// @property
      unsigned GetNumViewports() const { return viewports_.size(); }
  
      /// Return viewport by index.
      /// @property{get_viewports}
      Viewport* GetViewport(unsigned index) const;
  
      /// Return viewport update mode.
      /// @property
      RenderSurfaceUpdateMode GetUpdateMode() const { return updateMode_; }
  
      /// Return linked color rendertarget.
      /// @property
      RenderSurface* GetLinkedRenderTarget() const { return linkedRenderTarget_; }
  
      /// Return linked depth-stencil surface.
      /// @property
      RenderSurface* GetLinkedDepthStencil() const { return linkedDepthStencil_; }
  
      /// Return whether manual update queued. Called internally.
      bool IsUpdateQueued() const { return updateQueued_; }
  
      /// Reset update queued flag. Called internally.
      void ResetUpdateQueued();
  
      /// Return parent texture.
      /// @property
      Texture* GetParentTexture() const { return parentTexture_; }
  
      /// Return Direct3D9 surface.
      void* GetSurface() const { return surface_; }
  
      /// Return Direct3D11 rendertarget or depth-stencil view. Not valid on OpenGL.
      void* GetRenderTargetView() const { return renderTargetView_; }
  
      /// Return Direct3D11 read-only depth-stencil view. May be null if not applicable. Not valid on OpenGL.
      void* GetReadOnlyView() const { return readOnlyView_; }
  
      /// Return surface's OpenGL target.
      unsigned GetTarget() const { return target_; }
  
      /// Return OpenGL renderbuffer if created.
      unsigned GetRenderBuffer() const { return renderBuffer_; }
  
      /// Return whether multisampled rendertarget needs resolve.
      /// @property
      bool IsResolveDirty() const { return resolveDirty_; }
  
      /// Set or clear the need resolve flag. Called internally by Graphics.
      void SetResolveDirty(bool enable) { resolveDirty_ = enable; }
  
  private:
      /// Graphics subsystem.
      WeakPtr<Graphics> graphics_;
      /// Parent texture.
      WeakPtr<Texture> parentTexture_;
  
      // https://github.com/doxygen/doxygen/issues/7623
      union
      {
          /// Direct3D9 surface.
          /// @nobind
          void* surface_;
          /// Direct3D11 rendertarget or depth-stencil view.
          /// @nobind
          void* renderTargetView_;
          /// OpenGL renderbuffer name.
          /// @nobind
          unsigned renderBuffer_;
      };
  
      // https://github.com/doxygen/doxygen/issues/7623
      union
      {
          /// Direct3D11 read-only depth-stencil view. Present only on depth-stencil surfaces.
          /// @nobind
          void* readOnlyView_;
          /// OpenGL target.
          /// @nobind
          unsigned target_;
      };
  
      /// Viewports.
      ea::vector<SharedPtr<Viewport> > viewports_;
      /// Linked color buffer.
      WeakPtr<RenderSurface> linkedRenderTarget_;
      /// Linked depth buffer.
      WeakPtr<RenderSurface> linkedDepthStencil_;
      /// Update mode for viewports.
      RenderSurfaceUpdateMode updateMode_{SURFACE_UPDATEVISIBLE};
      /// Update queued flag.
      bool updateQueued_{};
      /// Multisampled resolve dirty flag.
      bool resolveDirty_{};
  };
  
  }
  