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/*
* 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<GrGLRenderTarget> 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);
}
// Must be rebound even if this is already the currently bound render target.
bool mustRebind(bool useMultisampleFBO) const {
return fNeedsStencilAttachmentBind[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<GrGLAttachment> stencil);
void setFlags(const GrGLCaps&, const IDs&);
GrGLGpu* getGLGpu() const;
bool completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) override;
size_t onGpuMemorySize() const override;
sk_sp<GrGLAttachment> 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