/* * 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/gl/GrGLRenderTarget.h" #include "include/core/SkTraceMemoryDump.h" #include "include/gpu/GrDirectContext.h" #include "src/gpu/GrBackendUtils.h" #include "src/gpu/GrDirectContextPriv.h" #include "src/gpu/GrGpuResourcePriv.h" #include "src/gpu/GrResourceProvider.h" #include "src/gpu/gl/GrGLGpu.h" #include "src/gpu/gl/GrGLUtil.h" #define GPUGL static_cast(this->getGpu()) #define GL_CALL(X) GR_GL_CALL(GPUGL->glInterface(), X) #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(GPUGL->glInterface(), RET, X) // Because this class is virtually derived from GrSurface we must explicitly call its constructor. // Constructor for wrapped render targets. GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu, const SkISize& dimensions, GrGLFormat format, int sampleCount, const IDs& ids, sk_sp stencil) : GrSurface(gpu, dimensions, GrProtected::kNo) , INHERITED(gpu, dimensions, sampleCount, GrProtected::kNo, std::move(stencil)) { this->init(format, ids); this->setFlags(gpu->glCaps(), ids); this->registerWithCacheWrapped(GrWrapCacheable::kNo); } GrGLRenderTarget::GrGLRenderTarget(GrGLGpu* gpu, const SkISize& dimensions, GrGLFormat format, int sampleCount, const IDs& ids) : GrSurface(gpu, dimensions, GrProtected::kNo) , INHERITED(gpu, dimensions, sampleCount, GrProtected::kNo) { this->init(format, ids); this->setFlags(gpu->glCaps(), ids); } inline void GrGLRenderTarget::setFlags(const GrGLCaps& glCaps, const IDs& idDesc) { if ((fMultisampleFBOID | fSingleSampleFBOID) == 0) { this->setGLRTFBOIDIs0(); } } void GrGLRenderTarget::init(GrGLFormat format, const IDs& idDesc) { fMultisampleFBOID = idDesc.fMultisampleFBOID; fSingleSampleFBOID = idDesc.fSingleSampleFBOID; fMSColorRenderbufferID = idDesc.fMSColorRenderbufferID; fRTFBOOwnership = idDesc.fRTFBOOwnership; fRTFormat = format; fTotalMemorySamplesPerPixel = idDesc.fTotalMemorySamplesPerPixel; } GrGLFormat stencil_bits_to_format(int stencilBits) { SkASSERT(stencilBits); switch (stencilBits) { case 8: // We pick the packed format here so when we query total size we are at least not // underestimating the total size of the stencil buffer. However, in reality this // rarely matters since we usually don't care about the size of wrapped objects. return GrGLFormat::kDEPTH24_STENCIL8; case 16: return GrGLFormat::kSTENCIL_INDEX16; default: SkASSERT(false); return GrGLFormat::kUnknown; } } sk_sp GrGLRenderTarget::MakeWrapped(GrGLGpu* gpu, const SkISize& dimensions, GrGLFormat format, int sampleCount, const IDs& idDesc, int stencilBits) { sk_sp sb; if (stencilBits) { // We pick a "fake" actual format that matches the number of stencil bits. When wrapping // an FBO with some number of stencil bits all we care about in the future is that we have // a format with the same number of stencil bits. We don't even directly use the format or // any other properties. Thus it is fine for us to just assign an arbitrary format that // matches the stencil bit count. GrGLFormat sFmt = stencil_bits_to_format(stencilBits); // We don't have the actual renderbufferID but we need to make an attachment for the stencil // so we just set it to an invalid value of 0 to make sure we don't explicitly use it or try // and delete it. sb = GrGLAttachment::MakeWrappedRenderBuffer(gpu, /*renderbufferID=*/0, dimensions, GrAttachment::UsageFlags::kStencilAttachment, sampleCount, sFmt); } return sk_sp( new GrGLRenderTarget(gpu, dimensions, format, sampleCount, idDesc, std::move(sb))); } GrBackendRenderTarget GrGLRenderTarget::getBackendRenderTarget() const { bool useMultisampleFBO = (this->numSamples() > 1); GrGLFramebufferInfo fbi; fbi.fFBOID = (useMultisampleFBO) ? fMultisampleFBOID : fSingleSampleFBOID; fbi.fFormat = GrGLFormatToEnum(this->format()); int numStencilBits = 0; if (GrAttachment* stencil = this->getStencilAttachment(useMultisampleFBO)) { numStencilBits = GrBackendFormatStencilBits(stencil->backendFormat()); } return GrBackendRenderTarget( this->width(), this->height(), this->numSamples(), numStencilBits, fbi); } GrBackendFormat GrGLRenderTarget::backendFormat() const { // We should never have a GrGLRenderTarget (even a textureable one with a target that is not // texture 2D. return GrBackendFormat::MakeGL(GrGLFormatToEnum(fRTFormat), GR_GL_TEXTURE_2D); } size_t GrGLRenderTarget::onGpuMemorySize() const { return GrSurface::ComputeSize(this->backendFormat(), this->dimensions(), fTotalMemorySamplesPerPixel, GrMipmapped::kNo); } bool GrGLRenderTarget::completeStencilAttachment(GrAttachment* stencil, bool useMultisampleFBO) { // We defer attaching the new stencil buffer until the next time our framebuffer is bound. if (this->getStencilAttachment(useMultisampleFBO) != stencil) { fNeedsStencilAttachmentBind[useMultisampleFBO] = true; } return true; } bool GrGLRenderTarget::ensureDynamicMSAAAttachment() { SkASSERT(this->numSamples() == 1); if (fMultisampleFBOID) { return true; } SkASSERT(!fDynamicMSAAAttachment); GrResourceProvider* resourceProvider = this->getContext()->priv().resourceProvider(); const GrCaps& caps = *this->getGpu()->caps(); int internalSampleCount = caps.internalMultisampleCount(this->backendFormat()); if (internalSampleCount <= 1) { return false; } if (resourceProvider->caps()->msaaResolvesAutomatically() && this->asTexture()) { // We can use EXT_multisampled_render_to_texture for MSAA. We will configure the FBO as MSAA // or not during bindFBO(). fMultisampleFBOID = fSingleSampleFBOID; return true; } GL_CALL(GenFramebuffers(1, &fMultisampleFBOID)); if (!fMultisampleFBOID) { return false; } this->getGLGpu()->bindFramebuffer(GR_GL_FRAMEBUFFER, fMultisampleFBOID); fDynamicMSAAAttachment.reset( static_cast(resourceProvider->getDiscardableMSAAAttachment( this->dimensions(), this->backendFormat(), internalSampleCount, GrProtected(this->isProtected()), GrMemoryless::kNo).release())); if (!fDynamicMSAAAttachment) { return false; } GL_CALL(FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_RENDERBUFFER, fDynamicMSAAAttachment->renderbufferID())); return true; } void GrGLRenderTarget::bindInternal(GrGLenum fboTarget, bool useMultisampleFBO) { GrGLuint fboId = useMultisampleFBO ? fMultisampleFBOID : fSingleSampleFBOID; this->getGLGpu()->bindFramebuffer(fboTarget, fboId); if (fSingleSampleFBOID != 0 && fSingleSampleFBOID == fMultisampleFBOID && useMultisampleFBO != fDMSAARenderToTextureFBOIsMultisample) { auto* glTex = static_cast(this->asTexture()); if (this->getGLGpu()->glCaps().bindTexture0WhenChangingTextureFBOMultisampleCount()) { GL_CALL(FramebufferTexture2D(fboTarget, GR_GL_COLOR_ATTACHMENT0, GR_GL_TEXTURE_2D, 0 /*texture*/, 0 /*mipMapLevel*/)); } if (useMultisampleFBO) { int internalSampleCount = this->getGpu()->caps()->internalMultisampleCount(this->backendFormat()); GL_CALL(FramebufferTexture2DMultisample(fboTarget, GR_GL_COLOR_ATTACHMENT0, glTex->target(), glTex->textureID(), 0 /*mipMapLevel*/, internalSampleCount)); } else { GL_CALL(FramebufferTexture2D(fboTarget, GR_GL_COLOR_ATTACHMENT0, glTex->target(), glTex->textureID(), 0 /*mipMapLevel*/)); } fDMSAARenderToTextureFBOIsMultisample = useMultisampleFBO; fNeedsStencilAttachmentBind[useMultisampleFBO] = true; } // Make sure the stencil attachment is valid. Even though a color buffer op doesn't use stencil, // our FBO still needs to be "framebuffer complete". if (fNeedsStencilAttachmentBind[useMultisampleFBO]) { if (auto stencil = this->getStencilAttachment(useMultisampleFBO)) { const GrGLAttachment* glStencil = static_cast(stencil); GL_CALL(FramebufferRenderbuffer(fboTarget, GR_GL_STENCIL_ATTACHMENT, GR_GL_RENDERBUFFER, glStencil->renderbufferID())); if (GrGLFormatIsPackedDepthStencil(glStencil->format())) { GL_CALL(FramebufferRenderbuffer(fboTarget, GR_GL_DEPTH_ATTACHMENT, GR_GL_RENDERBUFFER, glStencil->renderbufferID())); } else { GL_CALL(FramebufferRenderbuffer(fboTarget, GR_GL_DEPTH_ATTACHMENT, GR_GL_RENDERBUFFER, 0)); } } else { GL_CALL(FramebufferRenderbuffer(fboTarget, GR_GL_STENCIL_ATTACHMENT, GR_GL_RENDERBUFFER, 0)); GL_CALL(FramebufferRenderbuffer(fboTarget, GR_GL_DEPTH_ATTACHMENT, GR_GL_RENDERBUFFER, 0)); } #ifdef SK_DEBUG if (!this->getGLGpu()->glCaps().skipErrorChecks() && !this->getGLGpu()->glCaps().rebindColorAttachmentAfterCheckFramebufferStatus()) { GrGLenum status; GL_CALL_RET(status, CheckFramebufferStatus(fboTarget)); if (status != GR_GL_FRAMEBUFFER_COMPLETE) { // This can fail if the context has been asynchronously abandoned (see // skbug.com/5200). SkDebugf("WARNING: failed to attach stencil.\n"); } } #endif fNeedsStencilAttachmentBind[useMultisampleFBO] = false; } } void GrGLRenderTarget::bindForResolve(GrGLGpu::ResolveDirection resolveDirection) { // If the multisample FBO is nonzero, it means we always have something to resolve (even if the // single sample buffer is FBO 0). If it's zero, then there's nothing to resolve. SkASSERT(fMultisampleFBOID != 0); // In the EXT_multisampled_render_to_texture case, we shouldn't be resolving anything. SkASSERT(!this->isMultisampledRenderToTexture()); if (resolveDirection == GrGLGpu::ResolveDirection::kMSAAToSingle) { this->bindInternal(GR_GL_READ_FRAMEBUFFER, true); this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, false); } else { SkASSERT(resolveDirection == GrGLGpu::ResolveDirection::kSingleToMSAA); SkASSERT(this->getGLGpu()->glCaps().canResolveSingleToMSAA()); this->bindInternal(GR_GL_READ_FRAMEBUFFER, false); this->bindInternal(GR_GL_DRAW_FRAMEBUFFER, true); } } void GrGLRenderTarget::onRelease() { if (GrBackendObjectOwnership::kBorrowed != fRTFBOOwnership) { GrGLGpu* gpu = this->getGLGpu(); if (fSingleSampleFBOID) { gpu->deleteFramebuffer(fSingleSampleFBOID); } if (fMultisampleFBOID && fMultisampleFBOID != fSingleSampleFBOID) { gpu->deleteFramebuffer(fMultisampleFBOID); } if (fMSColorRenderbufferID) { GL_CALL(DeleteRenderbuffers(1, &fMSColorRenderbufferID)); } } fMultisampleFBOID = 0; fSingleSampleFBOID = 0; fMSColorRenderbufferID = 0; INHERITED::onRelease(); } void GrGLRenderTarget::onAbandon() { fMultisampleFBOID = 0; fSingleSampleFBOID = 0; fMSColorRenderbufferID = 0; INHERITED::onAbandon(); } GrGLGpu* GrGLRenderTarget::getGLGpu() const { SkASSERT(!this->wasDestroyed()); return static_cast(this->getGpu()); } bool GrGLRenderTarget::canAttemptStencilAttachment(bool useMultisampleFBO) const { // This cap should have been handled at a higher level. SkASSERT(!this->getGpu()->getContext()->priv().caps()->avoidStencilBuffers()); // Only modify the FBO's attachments if we have created the FBO. Public APIs do not currently // allow for borrowed FBO ownership, so we can safely assume that if an object is owned, // Skia created it. return this->fRTFBOOwnership == GrBackendObjectOwnership::kOwned || // The dmsaa attachment is always owned and always supports adding stencil. (this->numSamples() == 1 && useMultisampleFBO); } void GrGLRenderTarget::dumpMemoryStatistics(SkTraceMemoryDump* traceMemoryDump) const { // Don't check this->fRefsWrappedObjects, as we might be the base of a GrGLTextureRenderTarget // which is multiply inherited from both ourselves and a texture. In these cases, one part // (texture, rt) may be wrapped, while the other is owned by Skia. bool refsWrappedRenderTargetObjects = this->fRTFBOOwnership == GrBackendObjectOwnership::kBorrowed; if (refsWrappedRenderTargetObjects && !traceMemoryDump->shouldDumpWrappedObjects()) { return; } int numSamplesNotInTexture = fTotalMemorySamplesPerPixel; if (this->asTexture()) { --numSamplesNotInTexture; // GrGLTexture::dumpMemoryStatistics accounts for 1 sample. } if (numSamplesNotInTexture >= 1) { size_t size = GrSurface::ComputeSize(this->backendFormat(), this->dimensions(), numSamplesNotInTexture, GrMipmapped::kNo); // Due to this resource having both a texture and a renderbuffer component, dump as // skia/gpu_resources/resource_#/renderbuffer SkString resourceName = this->getResourceName(); resourceName.append("/renderbuffer"); this->dumpMemoryStatisticsPriv(traceMemoryDump, resourceName, "RenderTarget", size); SkString renderbuffer_id; renderbuffer_id.appendU32(fMSColorRenderbufferID); traceMemoryDump->setMemoryBacking(resourceName.c_str(), "gl_renderbuffer", renderbuffer_id.c_str()); } }