| /* |
| * Copyright 2011 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #include "src/gpu/GrRenderTarget.h" |
| |
| #include "include/gpu/GrContext.h" |
| #include "src/core/SkRectPriv.h" |
| #include "src/gpu/GrContextPriv.h" |
| #include "src/gpu/GrGpu.h" |
| #include "src/gpu/GrRenderTargetContext.h" |
| #include "src/gpu/GrRenderTargetPriv.h" |
| #include "src/gpu/GrSamplePatternDictionary.h" |
| #include "src/gpu/GrStencilAttachment.h" |
| #include "src/gpu/GrStencilSettings.h" |
| |
| GrRenderTarget::GrRenderTarget(GrGpu* gpu, const SkISize& size, GrPixelConfig config, |
| int sampleCount, GrProtected isProtected, |
| GrStencilAttachment* stencil) |
| : INHERITED(gpu, size, config, isProtected) |
| , fSampleCnt(sampleCount) |
| , fSamplePatternKey(GrSamplePatternDictionary::kInvalidSamplePatternKey) |
| , fStencilAttachment(stencil) { |
| } |
| |
| GrRenderTarget::~GrRenderTarget() = default; |
| |
| void GrRenderTarget::onRelease() { |
| fStencilAttachment = nullptr; |
| |
| INHERITED::onRelease(); |
| } |
| |
| void GrRenderTarget::onAbandon() { |
| fStencilAttachment = nullptr; |
| |
| INHERITED::onAbandon(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void GrRenderTargetPriv::attachStencilAttachment(sk_sp<GrStencilAttachment> stencil) { |
| #ifdef SK_DEBUG |
| if (1 == fRenderTarget->fSampleCnt) { |
| // TODO: We don't expect a mixed sampled render target to ever change its stencil buffer |
| // right now. But if it does swap in a stencil buffer with a different number of samples, |
| // and if we have a valid fSamplePatternKey, we will need to invalidate fSamplePatternKey |
| // here and add tests to make sure we it properly. |
| SkASSERT(GrSamplePatternDictionary::kInvalidSamplePatternKey == |
| fRenderTarget->fSamplePatternKey); |
| } else { |
| // Render targets with >1 color sample should never use mixed samples. (This would lead to |
| // different sample patterns, depending on stencil state.) |
| SkASSERT(!stencil || stencil->numSamples() == fRenderTarget->fSampleCnt); |
| } |
| #endif |
| |
| if (!stencil && !fRenderTarget->fStencilAttachment) { |
| // No need to do any work since we currently don't have a stencil attachment and |
| // we're not actually adding one. |
| return; |
| } |
| |
| fRenderTarget->fStencilAttachment = std::move(stencil); |
| if (!fRenderTarget->completeStencilAttachment()) { |
| fRenderTarget->fStencilAttachment = nullptr; |
| } |
| } |
| |
| int GrRenderTargetPriv::numStencilBits() const { |
| SkASSERT(this->getStencilAttachment()); |
| return this->getStencilAttachment()->bits(); |
| } |
| |
| int GrRenderTargetPriv::getSamplePatternKey() const { |
| #ifdef SK_DEBUG |
| GrStencilAttachment* stencil = fRenderTarget->fStencilAttachment.get(); |
| if (fRenderTarget->fSampleCnt <= 1) { |
| // If the color buffer is not multisampled, the sample pattern better come from the stencil |
| // buffer (mixed samples). |
| SkASSERT(stencil && stencil->numSamples() > 1); |
| } else { |
| // The color sample count and stencil count cannot both be unequal and both greater than |
| // one. If this were the case, there would be more than one sample pattern associated with |
| // the render target. |
| SkASSERT(!stencil || stencil->numSamples() == fRenderTarget->fSampleCnt); |
| } |
| #endif |
| if (GrSamplePatternDictionary::kInvalidSamplePatternKey == fRenderTarget->fSamplePatternKey) { |
| fRenderTarget->fSamplePatternKey = |
| fRenderTarget->getGpu()->findOrAssignSamplePatternKey(fRenderTarget); |
| } |
| SkASSERT(GrSamplePatternDictionary::kInvalidSamplePatternKey |
| != fRenderTarget->fSamplePatternKey); |
| return fRenderTarget->fSamplePatternKey; |
| } |