/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLRenderTarget_DEFINED #define GrGLRenderTarget_DEFINED #include "include/core/SkScalar.h" #include "include/gpu/GrBackendSurface.h" #include "src/gpu/GrRenderTarget.h" #include "src/gpu/gl/GrGLDefines.h" class GrGLCaps; class GrGLGpu; class GrGLAttachment; class GrGLRenderTarget : public GrRenderTarget { public: using GrSurface::glRTFBOIDis0; bool alwaysClearStencil() const override { return this->glRTFBOIDis0(); } // set fSingleSampleFBOID to this value to indicate that it is multisampled but // Gr doesn't know how to resolve it. enum { kUnresolvableFBOID = 0 }; struct IDs { GrGLuint fMultisampleFBOID; GrBackendObjectOwnership fRTFBOOwnership; GrGLuint fSingleSampleFBOID; GrGLuint fMSColorRenderbufferID; int fTotalMemorySamplesPerPixel; }; static sk_sp MakeWrapped(GrGLGpu*, const SkISize&, GrGLFormat, int sampleCount, const IDs&, int stencilBits); bool isFBO0(bool multisample) const { return (multisample ? fMultisampleFBOID : fSingleSampleFBOID) == 0; } bool isMultisampledRenderToTexture() const { return fMultisampleFBOID != 0 && fMultisampleFBOID == fSingleSampleFBOID; } GrBackendRenderTarget getBackendRenderTarget() const override; GrBackendFormat backendFormat() const override; bool canAttemptStencilAttachment(bool useMultisampleFBO) const override; // GrGLRenderTarget overrides dumpMemoryStatistics so it can log its texture and renderbuffer // components separately. void dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const override; GrGLFormat format() const { return fRTFormat; } bool hasDynamicMSAAAttachment() const { return SkToBool(fDynamicMSAAAttachment); } bool ensureDynamicMSAAAttachment(); // Binds the render target to GL_FRAMEBUFFER for rendering. void bind(bool useMultisampleFBO) { this->bindInternal(GR_GL_FRAMEBUFFER, useMultisampleFBO); } // Binds the render target for copying, reading, or clearing pixel values. If we are an MSAA // render target with a separate resolve texture, we bind the multisampled FBO. Otherwise we // bind the single sample FBO. void bindForPixelOps(GrGLenum fboTarget) { this->bindInternal(fboTarget, this->numSamples() > 1 && !this->isMultisampledRenderToTexture()); } enum class ResolveDirection : bool { kSingleToMSAA, // glCaps.canResolveSingleToMSAA() must be true. kMSAAToSingle }; // Binds the multisampled and single sample FBOs, one to GL_DRAW_FRAMEBUFFER and the other to // GL_READ_FRAMEBUFFER, depending on ResolveDirection. void bindForResolve(ResolveDirection); protected: // Constructor for subclasses. GrGLRenderTarget(GrGLGpu*, const SkISize&, GrGLFormat, int sampleCount, const IDs&); void init(GrGLFormat, const IDs&); // Binds the render target to the given target and ensures its stencil attachment is valid. void bindInternal(GrGLenum fboTarget, bool useMultisampleFBO); void onAbandon() override; void onRelease() override; int totalMemorySamplesPerPixel() const { return fTotalMemorySamplesPerPixel; } private: // Constructor for instances wrapping backend objects. GrGLRenderTarget( GrGLGpu*, const SkISize&, GrGLFormat, int sampleCount, const IDs&, sk_sp stencil); void setFlags(const GrGLCaps&, const IDs&); GrGLGpu* getGLGpu() const; bool completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) override; size_t onGpuMemorySize() const override; sk_sp fDynamicMSAAAttachment; GrGLuint fMultisampleFBOID; GrGLuint fSingleSampleFBOID; GrGLuint fMSColorRenderbufferID; GrGLFormat fRTFormat; bool fNeedsStencilAttachmentBind[2] = {false, false}; bool fDMSAARenderToTextureFBOIsMultisample = false; GrBackendObjectOwnership fRTFBOOwnership; // The RenderTarget needs to be able to report its VRAM footprint even after abandon and // release have potentially zeroed out the IDs (e.g., so the cache can reset itself). Since // the IDs are just required for the computation in totalSamples we cache that result here. int fTotalMemorySamplesPerPixel; using INHERITED = GrRenderTarget; }; #endif