#ifndef LIBGLESV2_FRAMEBUFFER_H_
#define LIBGLESV2_FRAMEBUFFER_H_
-#include <vector>
+#include "libGLESv2/Error.h"
#include "common/angleutils.h"
#include "common/RefCountObject.h"
-#include "constants.h"
+#include "Constants.h"
+
+#include <vector>
namespace rx
{
virtual GLenum completeness() const;
bool hasValidDepthStencil() const;
- void invalidate(const Caps &caps, GLsizei numAttachments, const GLenum *attachments);
- void invalidateSub(const Caps &caps, GLsizei numAttachments, const GLenum *attachments,
- GLint x, GLint y, GLsizei width, GLsizei height);
+ Error invalidate(const Caps &caps, GLsizei numAttachments, const GLenum *attachments);
+ Error invalidateSub(GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
// Use this method to retrieve the color buffer map when doing rendering.
// It will apply a workaround for poor shader performance on some systems
class RenderTarget;
// TODO: place this in FramebufferD3D.h
-RenderTarget *GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment);
+gl::Error GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment, RenderTarget **outRT);
unsigned int GetAttachmentSerial(gl::FramebufferAttachment *attachment);
}