blob: 2197d63239707e98ec4eca2cbcb580d39ac4c39f [file] [log] [blame]
/*
* 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;
}